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7th Sea - Quick Overview

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COMPILED BY ANDY AIKEN

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Introduction: Théah ............................................ 4 

Avalon ...................................................................................5 Castille ...................................................................................6 Eisen ......................................................................................7 Montaigne .............................................................................8 Ussura....................................................................................9  Vendel / Vesten ...................................................................10 Vodacce ...............................................................................11 Other Cultures .....................................................................12 Physical Geography .............................................................13 Society .................................................................................15 Religion ................................................................................17 Sorcery ................................................................................18 Calendar ..............................................................................19 History .................................................................................21 

Character Generation ........................................ 23 

Step 1: Nationality ...............................................................24 Step 2: Hero Points ..............................................................32 Step 3: Income .....................................................................34 

Arcana ............................................................... 35 Heroic Arcana ......................................................................36 Villainous Arcana .................................................................38 

Advantages ........................................................ 40 

Advantages ..........................................................................41 Dracheneisen .......................................................................56 Fencing Academy.................................................................58 Iron Guard ...........................................................................59 Patron Saint .........................................................................61 Puzzle Sword .......................................................................62 Trained Spider .....................................................................67 Undead ................................................................................68 

Language ........................................................... 69 

Languages ............................................................................70 Avalon Characters ...............................................................71 Castillian Characters ............................................................72 Eisen Characters ..................................................................73 Montaigne Characters .........................................................74 Ussuran Characters .............................................................75 Vendel / Vesten Characters .................................................76 Vodacce Characters .............................................................77 

Backgrounds ...................................................... 78 

Backgrounds ........................................................................79 

Skills and Knacks ................................................ 83 

Martial Skills ........................................................................84 Civil Skills .............................................................................86 Knacks .................................................................................89 

Combat Schools ............................................... 103 

Avalon Schools .................................................................. 104 Castille Schools .................................................................. 108 Eisen Schools ..................................................................... 112 Montaigne Schools ............................................................ 119 Ussura Schools................................................................... 123 Vendel Schools .................................................................. 125 Vesten Schools .................................................................. 129 Vodacce Schools ................................................................ 132 Other Schools .................................................................... 136 

Sorcery and Shamanism .................................. 140 

Sorceries............................................................................ 141 Shamanisms ...................................................................... 166 

Game Rules ..................................................... 169 

The Basics .......................................................................... 170 

Roll and Keep .................................................................... 171 Drama Dice ........................................................................ 173 Experience Points .............................................................. 174 Combat .............................................................................. 175 Social ................................................................................. 182 Adventuring ...................................................................... 184 Chases ............................................................................... 189 Tracking ............................................................................. 191 Investment ........................................................................ 193 Inventions ......................................................................... 194 

The Market ...................................................... 196 

Combat .............................................................................. 197 Goods ................................................................................ 201 

Ships ................................................................ 206 Ship Statistics .................................................................... 207 Ship Creation ..................................................................... 208 Modifications and Flaws.................................................... 209 Sailing ................................................................................ 213 Ship Combat ...................................................................... 215 Crew .................................................................................. 218 

Mass Combat ................................................... 219 

Basic Rules......................................................................... 220 Advanced Rules ................................................................. 224 Massed Fire ....................................................................... 229 Building Fortifications ....................................................... 230 

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Appendix: Secret Societies ............................... 231 

Die Kreuzritter ................................................................... 232 Explorer’s Society  .............................................................. 238 Invisible College ................................................................. 240 Knights of the Rose and Cross ........................................... 242 Los Vagos ............ .............. ............. ............. ............. .......... 245 Rilasciare ........................................................................... 248 Sophia’s Daughters ............................................................ 251 Novus Ordum Mundi ......................................................... 257 

Appendix: The Crescent Empire ....................... 259 

The Crescent Empire ......................................................... 260 Advantages ........................................................................ 261 Languages .......................................................................... 263 Combat Schools ................................................................. 268 Sorcery .............................................................................. 272 Shamanism ........................................................................ 273 Secret Society: Qatihl’i....................................................... 275 Equipment ......................................................................... 278 Map ................................................................................... 279 

Appendix: The Midnight Archipelago ............... 280 The Midnight Archipelago ................................................. 281 Languages .......................................................................... 282 Combat Schools ................................................................. 283 Sorcery and Shamanism .................................................... 284 Map ................................................................................... 290 

Appendix: Cathay ............................................ 291 

The Seven Kingdoms.......................................................... 292 Trait Bonus ........................................................................ 294 Advantages ........................................................................ 295 Languages .......................................................................... 296 Combat Schools ................................................................. 298 Sorcery and Shamanism .................................................... 306 Equipment ......................................................................... 319 Map ................................................................................... 321 

Appendix: The Sidhe ........................................ 322 

Creating a Sidhe Character ................................................ 323 Sidhe Blood Advantage ...................................................... 325 Combat Schools ................................................................. 328 

Appendix: The Syrne ........................................ 330 

Syrneth Races .................................................................... 331 Prehistory of Théah ........................................................... 333 

Appendix: Timeline .......................................... 334 

Before Recorded History ................................................... 335 

The Numan Empire ............................................................ 336 Post Empire ....................................................................... 340 Recent History ................................................................... 363 1668 AV ............................................................................. 369 1669 AV ............................................................................. 374 1670 AV Onwards .............................................................. 376 

Addendum: Third Party Rules .......................... 379 

Advantages ........................................................................ 380 Backgrounds ...................................................................... 385 Skills and Knacks ................................................................ 387 Combat Schools ................................................................. 389 Swordsman Knacks ............................................................ 425 Sorceries ............................................................................ 426 Equipment ......................................................................... 440 

New Rules .............. ............. ............. ............. ............. ........ 441 

Sourcebooks:

  AG: Alchemist’s Guild eBook 

 

AH: Arrow of Heaven

  AV: Avalon

  BV: Behind the Veil eBook

 

CA: Castille  CE: Crescent Empire

  CJE: Cathay, Jewel of the East

 

CM: 7th Sea Compendium

  CN#: Crow's Nest issue #

  CP: Church of the Prophets

 

DK: Die Kreuzritter

  EN: Eisen

  ES: Explorer’s Society 

 

FR: Freiburg (box set)

  GM: GM's Guide

 

IC: Invisible College

 

IG: Islands of Gold  JG: Jenny’s Guild eBook 

 

KM: Knights and Musketeers

  LF: The Lady's Favor / GM's Screen

  LV: Los Vagos

  MO: Montaigne

  MR: Montaigne Revolution

 

MS: A Murder of Supplication

  NM#: NOM issue #

  NO: Noblesse Oblige eBook

 

PG: Player's Guide

 

PN: Pirate Nations  RC: Knights of the Rose and Cross

 

RI: Rilasciare

  SBN: Sidhe Book of Nightmares

  SD: Sophia's Daughters

  SF: Scoundrel's Folly

  SG: Swordsman’s Guild 

  SH: Strongholds and Hideouts

  SSB: Ships and Sea Battles

  US: Ussura

  VK: Villains Kit

  VO: Vodacce

 

VV: Vendel / Vesten 

WB: Waves of Blood

  WEB: 7th Sea Official Website

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Historical equivalent: Britain (Avalon = England or Wales; Inismore = Ireland; the Highland Marches =Scotland)

Capital: CarleonLanguage: Avalon, some Cymric / InishReligion: Church of AvalonCombat Schools: Andrews, Donovan, Finnegan (Inismore), Goodfellow, MacDonald (Highland Marches),Peecke, RobertsonSorcery: Glamour (legend magic)Current ruler: Queen Elaine (Avalon); James MacDuff (Highland Marches) and the O’Bannon (Ini smore) havesworn fealty to herOther important people: Jeremiah Berek, captain of the Sea Dogs; Bors MacAllister , head of Elaine’s spies; Lawrence Lugh, Elaine’s knight champion; King Piram, who covets Elaine’s throne 

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Historical equivalent: SpainCapital: Vaticine CityLanguage: Castillian

Religion: VaticineCombat Schools: Aldana, Gallegos, Gustavo, Soldano, Torres, ZepedaSorcery: El Fuego Adentro (fire magic; now extinct)Current ruler: King SandovalOther important people: Don Andres d’Aldana, one of the the King’s advisors;   High Inquisitor EstebanVerdugo; el Vago, a mysterious figure who protects the King

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Historical equivalent: GermanyCapital: NoneLanguage: Eisen

Religion: Mainly ObjectionistCombat Schools: Drexel, Durchsetzungberg, Eisenfaust, Gelingen, Höpken, Loring, Posen, Steil, UnabwendbarSorcery: Zerstörung (destruction; now extinct)Current rulers: seven Eisenfursten (princes), who each rule their own Köenigreich: Stefan Heilgrund, FaunerPösen, Reinhard von Wische, Niklaus Trägue, Erich Sieger, Georg Hainzl, Faulk Fischler

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Historical equivalent: FranceCapital: CharouseLanguage: MontaigneReligion: Officially none; people are mainly Vaticine

Combat Schools: Boucher, Délicatesse, Gaulle, Rois et Reines, Tout Pres, ValrouxSorcery: Porté (teleportation)Current ruler: l’Empereur Leon XIV Other important people: l’Imperatrice Morella; General Montegue, head of the imperial army; Remy duMontaigne, head of the Lightning Guard; Admiral Alazais Valois Praisse du Rachetisse, head of the imperialnavy; Jean-Marie Rois et Reines, head of the musketeers

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Historical equivalent: RussiaCapital: PavtlowLanguage: UssuranReligion: MatushkaCombat Schools: Bogatyr, Buslayevich, DobrynyaSorcery: Pyeryem (shapechanging)Current ruler: Gaius (king) Illya ‘Grozny’ (‘the terrible’) Sladivgorod NikolovichOther important people: Ketheryna, wife of the Gaius; Vladimir Goroduk Drakov v’Pietrov, knias of Molhyna;Aleksi Pavtlow Markov v’Novgorod, knias of Rurik; Borin St Andresgorod v’Pescov, knias of Somojez; StaverSiev Aryaov v’Vladimirovich, knias of Veche; Tamara Breslau Fyodnava v’Riasonova, knias of Gallenia; Koshcheithe deathless

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Historical equivalent: The Vendel League = the Netherlands; Vestenmannavnjar = ScandinaviaCapital: Kirk (Vendel); Thingvallvatn (Vesten)Language: VestenReligion: none (Vendel); Grumfather (Vesten)Combat Schools: Larsen, Leegstra, Rasmussen, Snedig, Swanson (all Vendel); Halfdansson, Kjemper,Siggursdottir, Urostifter (all Vesten)Sorcery: Laerdom (runes; Vesten only)Current ruler: The Vendel League (Vendel); none (Vesten)Other important people: The masters of the various guilds that make up the League

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Historical equivalent: ItalyCapital: NumaLanguage: VodacceReligion: VaticineCombat Schools: Ambrogia, Bernoulli, Cappuntina, Lucani, VillanovaSorcery: Sorte (fate magic; women only)Current ruler: Six merchant princes (Giovanni Villanova; Alcide Mondavi; Gespucci Bernoulli; Marco Vestini;Donello Falisci; Vincenzo Caligari)

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The Empire of the Crescent Moon (Arabia): Travel to the Crescent Empire is forbidden by the Vaticine Church,except for a single Vodacce family. The capital of the Empire is Iskandar.

Cathay (the Far East): Cathay is almost impossible to enter due a huge wall of fire that surrounds the country.On land this is known as the firewall; on sea it is the corridors of flame. As a result Cathay and its people arealmost completely unknown to the West.

The Midnight Archipelago  (the Caribbean): A chain of islands located many miles to the west of Castille. Itsmain colony is Castillian, on the island of Marcina, on which Puerto Grande is the largest town.

Théah has two separate nomadic cultures: the Fidelhi (Ussuran gypsies) and the Cymbr (Vodacce gypsies).

The Kosars are the descendants of a group of Cathayan brigands who were trapped in north-eastern Ussuradue to the creation of the firewall. They are masterful horse riders and breeders.

The Sidhe, also known as the Fair Folk, are found mainly in Avalon. They are strange, capricious beings whoseoutlook on reality is not the same as that of humans. They have been known to grant boons, but they can bedifficult to bargain with.

There are several groups of pirates, privateers and buccaneers in the seas around Théah:

  The Brotherhood of the Coast, originally founded by a group of escaped prisoners on the former prison

island of La Bucca. They are led by a man named Allende.  Avalon’s navy consists mainly of privateers called the Sea Dogs, led by Jeremiah Berek.

 

The Corsairs, led by Keired-Din, are a feared group of merciless Crescent pirates.

  The Vesten Raiders are fast-moving Vestenmannavnjar pirates.

  A legendarily cruel pirate named Reis leads the terrifying Crimson Rogers.

  The elderly Philip Gosse leads Gosse’s Gentlemen, a group of well-mannered pirates.

  The Black Freighter is a mythical pirate ship supposedly crewed by the undead.

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There are six seas surrounding the continent of Théah:

 

The Trade Sea (to the north of Eisen, around the Vendel / Vesten islands)

  The Frothing Sea (to the west of Montaigne, Castille and Avalon)

  La Boca de Cielo (‘the mouth of heaven’, between the peninsulas of Castille)

 

The Forbidden Sea (between the Vodacce islands and the Crescent Empire)

  The Mirror (between the Crescent Empire and Cathay)

 

The Corridors of Flame (around the coast of Cathay)Sailors talk about a mythical 7

th Sea, which ships allegedly find themselves on; the stars move backwards, the

sun and moon share the same horizon, the waters turn to silver and strange cries can be heard from beneaththe waves.

Eisen is bordered by two mountain ranges: the Weissbergs  border Montaigne to the west, and the theDrachenbergs border Ussura to the east.

La Sierra de Hierro is the border between Castille and mainland Vodacce.

Ussura contains two large mountain ranges: the Gora Bolshoi and the Gora Sorivdgrastov.

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Die Sudlach is a huge lake situated in the Eisen Königreich of Fischler.

Ozero Bodrustvovany  (Lake Vigil) in Ussura is the largest body of inland water; local fishermen tell tales ofdark shapes moving in its depths, and islands that float across its surface. Also in Ussura is Ozero Medvyed (Bear Lake).

The most important river in Théah is the Great River, which originates in the southern reaches of theDrachenbergs and flows westwards. It serves as the southern border of Eisen and Montaigne, and thenorthern border of Castille and Vodacce.

Another important river is La Sineuse, which flows through the Montaigne capital of Charouse.In Ussura the Reka Etakerina  flows from Pavtlow to Ekaternava, while the Proliv Volog  flows from the GoraBolshoi to Lake Vigil.

La Selva de Fendes  (the Forest of Fiends), which lies on the northern border of Castille, has a fearsomereputation for being haunted.

Three large forests lie in Eisen; the Angonehm Wald  and the Lieblich Wald  are to the north, while the 

Schwarzen Walden (the Black Forest) lies to the south, around the Sudlach.

In addition, much of Ussura is heavily forested; the Azov Forest  is in the Douma of Veche while the smallerDerevyanniy Forest lies in Rurik.

The planets in the solar system are named after ancient Numan gods and goddesses. In order from the sun(Solas) outwards, they are:

  Velme, closest to the sun

 

Amora

  Terra (the planet Théah is on)

  Guer

  Re

  Volta, furthest from the sun

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The political and financial power of the Vendel comes from the Vendel League, an organisation comprised ofvarious guilds such as the Usurers’ Guild 1, the Printers’ Guild, the Jenny’s Guild  2 and the Merchants’  Guild.The League is divided into nine ‘chairs’, which are reserved for the heads of the guilds who formed the Leagueand 91 ‘seats’, some of which are put up for auction every year to the highest bidder.

The nine League chairs are held by:

 

Sela Cole, head of the Blacksmith’s Guild

  Joris Brak, head of the Carpenter’s Guild

  Lorraine Weller, head of the Jenny’s Guild

 

Val Mokk, head of the Merchant’s Guild

  Allen Trel, head of the Sailor’s Guild

 

Amity Neveu, head of the Tailor’s Guild   Red, head of the Usurer’s Guild  

  George Skard, head of the Brewer’s Guild  

 

Joseph Volkner, former butler to the late Eisen Imperator Riefenstahl

Of the other guilds in the League, one of the largest and most important is the Swordsman’s Guild , headed byLinnae Knute. This organisation oversees legal duelling in Théah, by sanctioning certain fighting styles fromdifferent countries. Members of the guild, known as swordsmen, are given a pin to indicate their skill withtheir chosen style, and are allowed to legally duel – this can often be a lucrative business, as non-members willpay swordsmen to fight on their behalf.

The Explorer’s Society is a loosely-organised group of scholars and archaeologists who are dedicated touncovering the history of Théah. Their dig sites are often in dangerous territory and due to the nature of their

work they have an extensive collection of syrneth artifacts.The Knights of the Rose and Cross are officially a secret society, but their exploits and their members arerelatively well-known. They are dedicated to righting wrongs, avenging the innocent and punishing those whoprey on the weak.

Other societies, secretive and open only to those who share their philosophies, may or may not exist.

An important point to note is that there is no common language in Théah; the closest thing it has to a trade

language is Avalon, as the Vendel League has adopted that tongue to distance itself from theVestenmannavnjar clans.

Aside from the common national languages, a few others exist:

 

Thean was the language of the ancient Numan Empire. It is used sometimes by academics and the clergy.

  Teodoran is an ancient form of Ussuran.

 

Cymric is spoken by some rural communities in Avalon.

  The people of the Crescent Empire speak Tikaret, usually known simply as Crescent.

1 Moneylenders2 Prostitutes

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The Vendel League have invented the concept of paper money and have introduced the Guilder to Théah. Thisnew form of currency has caught on at an amazing rate, making the Vendel guilds very rich and angering the

more traditional Vodacce merchant princes, who would very much like to see the Guilder fail. The onlycountries where Guilders are not accepted are Castille and Vodacce.

Nation Currency Exchange

Avalon 1 pound = 20 shillings 1 guilder = 1 shilling

Castille 1 doubloon = 100 maravedi 1 guilder = 20 maravedi

Eisen 1 mark = 10 florins

1 florin = 10 pfennigs

1 guilder = 4 marks (but see below)

Montaigne 1 sol = 12 pistoles 1 guilder = 2 pistoles

Vendel 1 guilder = 100 cents

Vodacce 1 senator = 5 seats 1 guilder = 3 senators

Ussura and Vestenmannavnjar have no currency and instead operate a barter system.

Note: Guilders cannot be exchanged for Eisen currency, as the Merchant Guilds are attempting to take theEisen coins out of circulation.

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The dominant religion in Théah is the Vaticine Church, whose power is concentrated in Castille, Vodacce andnorthern Eisen. The common people of Montaigne are staunchly Vaticine, although the nobility have rejectedall religion. Due to an ancient schism, the church is based in Vaticine City in Castille rather than the Vodaccecity of Numa, where it originated.

The church’s holy book, the Book of the Prophets, contains four ‘Vigils’, sermons written by three prophets.

The first prophet appeared in 768 AUC in the Numan Empire and was executed in 774 AUC / 1 AV; he preachedtolerance and kindness and taught of the dangers of sorcery. The second prophet was a Crescent man namedMalak who appeared in 303 AV; he advocated strict codes of behaviour. The third prophet was a Castillian manwho appeared in 1000 AV; he preached that sorcery was heretical and that Crescent influence in the churchshould be wiped out. The church teaches that the appearance of the fourth prophet heralds the end of days.

The church is usually headed by a hierophant (pope), but since the death of the last hierophant the church hasbeen unable to appoint a successor. This is because one of the cardinals (Cardinal d’Argeneau of Montaigne)

and all nine Montaigne archbishops have gone missing.

One branch of the church worth mentioning is the Inquisition, led by the devout Cardinal Esteban Verdugo.The Inquisition are most active in Castille and Vodacce, but can occasionally be found rooting out heretics inother countries.

Although the Vaticine Church is the largest, it is not the only religion in Théah:

  Intending to stimulate debate about the church, an Eisen priest named Matthais Lieber questioned manyof the church’s teachings; his followers founded the Objectionist Church. The Objectionists are mainly

found in southern Eisen and Avalon.

  The Ussurans rejected the teachings of all but the first prophet, creating the Ussuran Orthodox Church.

 

Around 50 years ago the king of Avalon, Richard IV, was desperate for a male heir and petitioned thechurch for a divorce. When he was refused his request, Richard declared himself the head of a separatechurch, thus founding the Church of Avalon.

  Matushka, sometimes referred to as Grandmother Winter, is revered in Ussura. The Ussurans believe herto be a very real and physical being who protects Ussura from invasion and cares for her subjects.

  The Vestenmannavnjar revere their ancestors and a pantheon of deities ruled by Grumfather.

  The people of the Crescent Empire are known to follow a strict religion called Patika. Presumably thepeople of Cathay also have their own distinct faith system.

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In Théah the genetic heritage of the noble classes sometimes grants sorcerous powers. These powers arespecific to each bloodline as follows:

Bloodline Sorcery Description

Avalon Glamour Glamour mages are able to take aspects of Avalon legends upon themselves.

Castille None Castille’s bloodline, El Fuego Adentro, has died out.

Eisen None Eisen’s bloodline, Zerstörung, has died out. 

Montaigne Porté Porté mages have the ability to rip holes in the fabric of reality and can usethese portals to travel great distances instantaneously.

Ussura Pyeryem Pyeryem sorcerers can assume the shape of animals. They an be identified bytheir green eyes.

Vestenmannavnjar Laerdom Rune magic, typically used to affect the weather. The Vendel have almostcompletely lost these abilities.

Vodacce Sorte Fate magic, available only to women; practitioners are called ‘sorte strega’

(fate witches) and are generally feared.

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Years are given as either AUC or AV:

  AUC (ab urbe condita, meaning after the foundation of the city ); 1 AUC is the year when the city of Numawas founded.

  AV (anno veritas, meaning year of truth). 1 AV marks the year when the First Prophet was executed. 1 AVis equivalent to 774 AUC.

The current year in Théah is 1668 AV.

There are twelve months in the Théan calendar:

  Primus

  Secundus

 

Tertius 

Quartus

  Quintus

  Sextus

 

Julius

  Corantine

  Septimus

 

Octivus

  Nonus

  Decimus

Each month has 30 days, as follows:

Soldi Veldi Amordi Terdi Guerdi Voltadi Redi

1 2 3 4 5 6 7

8 9 10 11 12 13 14 15

16 17 18 19 20 21 22

23 24 25 26 27 28 29 30

The feasting days of the 15th and 30th are not considered part of the week.

A five Day Prophet’s Mass concludes the year. The dates are labelled Prophet's Mass 1, 2, 3, 4 and 5. A year is

therefore 365 days long.

Every 4 years (1668, 1672, 1676 etc) is a leap year, in which Prophet’s Mass  6 is added at the end of the year.

Dates Sign

20 Tertius – 20 Quartus Oryx (goat)

21 Quartus – 21 Quintus Ursus (bear)

22 Quintus – 22 Sextus Lupi (wolves)

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Dates Sign

23 Sextus – 24 Julius Apis (bee)

25 Julius – 25 Corantine Drachen (drachen)

26 Corantine – 26 Septimus Columba (dove)

27 Septimus – 26 Octavus Felis (cat)

27 Octavus – 26 Nonus Vipera (snake)

27 Nonus – 26 Decimus Nauta (sailor)

27 Decimus – 20 Primus Equus (horse)

21 Primus – 20 Secundus Boca (boca)

21 Secundus – 19 Tertius Anguilla (eel)

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The Explorer’s Society has discovered that humanity was not the first race to walk Théah. Bones and artifacts

from an earlier civilisation, much older than man, have been found throughout the continent. Scholars havenamed this civilisation ‘Syrne’, and syrneth artifacts are highly sought after  –  not least because of theirunpredictable, otherworldly powers.

Some 2500 years ago, the city of Numa was founded. Over the next few hundred years, it flourished tobecome the centre of the largest civilisation western Théah has ever seen: the Numan Republic, and later, theNuman Empire, ruled by an Imperator and a Senate. Around 1500 years ago, the Empire became unstable andsplit into two parts. The Eastern Empire was eventually sacked by barbarians, while the Western Empire lasteduntil the death of the Imperator Corantine.

Around 1000 years ago, Carleman conquered large parts of Théah and was soon crowned High Imperator ofThéah by the church. On his death, his kingdom is split into three parts, corresponding roughly with modernVodacce, Eisen and Montaigne. Due to its connections with the church, Eisen’s rulers are given the title

Imperator and the nation is often referred to as the Holy Republic.

Around 30 years ago, with the ascension of (devoutly Vaticine) Imperator Riefenstahl to the Eisen throne,Objectionists in southern Eisen revolt. The resulting civil war leads to the suicide of the Imperator in 1667 and

the ruin of Eisen, as both Montaigne and Castille take the opportunity to invade; the country is now little morethan a collection of independent koenigreichen (princedoms).

In 1664, the Montaigne king Leon XIV openly revealed himself to be a sorcerer and banned the church withinMontaigne, declaring himself l’Empereur. Soon after this, a group of Castillian zealots march on Charouse, the

Montaigne capital. They are repelled by l’Empereur’s Lightning Guard. 

In an effort to make pace with Montaigne, the hierophant visits Charouse in 1666 but while there he falls ill

and dies. Almost immediately afterwards Cardinal d’Argeneau of Montaigne goes missing, along with all nineMontaigne archbishops.

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In 1667 Montaigne launches a full-scale invasion of Castille, which proves highly successful. Later that year, thegeneral in charge of the invasion is unexpectedly recalled to Charouse and ordered by l’Empereur to invade

Ussura. Unfortunately this invasion is dogged by surprisingly poor weather and makes little progress.

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The first choice when making a character is a choice of nationality. The choice of nation affects what sorceryand combat schools your character can use, and affects the cost of some advantages.

You begin with one one rank in each trait (Brawn, Finesse, Wits, Resolve and Panache), plus one free rank in atrait determined by your nationality:

Nation Trait Bonus

Avalon Resolve

Castille Finesse

Eisen Brawn

Montaigne PanacheUssura Resolve

Vendel / Vesten Wits3 

Vodacce Wits

These modifications apply to any Avalon character.

Region Description

Balig If you buy the Courtier skill, you gain Sincerity at rank 1. The cost of the Noble advantageis 3 HP higher.

Breg You may buy the Donovan School for 20 HP, but if you do so you must choose a Hubris forwhich you receive only 8 HP.

Camlann If you buy Glamour sorcery you get an extra 2 Sorcery Points, but you start with 5 fewerHP and you must take a 1-point Obligation background to represent a Sidhe whom youowe a favor.

Gaavene You may be a Druid for 5 fewer HP, but you cannot begin with the Firearms or Streetwise

skills.Lothian You receive the Hunter skill for free, but you may never develop the Courtier skill.

Lovaine You get twice as much income as normal. You get +5 to all Reputation actions while in theTriple Kingdoms. Your checks to resist the effects of Glamour have their TNs raised by 5.

Percis You speak Montaigne for free, but Glamour sorcery costs 2 HP more.

3 Optional Rule: To show the differences between the Vendel and the Vesten, the national trait bonus of theVesten can instead be Resolve and the Vendel may choose any trait for their bonus (VV 103).

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These modifications apply to any Inish character.

Region Description

Carrig You gain the Scoundrel advantage for free. Whenever two or more of your dice explodeon a roll, the GM gets a DD which can only be used against you.

Donegal If you buy Glamour sorcery you get an extra 2 Sorcery Points, but you start with 5 fewerHP and you must take a 1-point Obligation background to represent a Sidhe whom youowe a favor.

Dreenan You receive the University advantage for free. You cannot purchase any foreignSwordsman School.

Leister You receive the Artist skill for free, but your income is 100 G less each month.

These modifications apply to any Highland character.

Clan Description

Clan MacDuff Your monthly income is doubled, and you may buy the Noble advantage for 8 HP. You cannever hold political office and you may never develop the Merchant skill.

Clan MacBride You receive the Courtier skill for free, but you receive one fewer Reputation dice (min 1)when in the Triple Kingdoms.

Clan MacCodrum You may take the MacCodrum Heritage advantage for 4 HP, but you must take a 1-pointVow background, representing your alliance with the Selkies.

Clan MacDonald You receive the Spy skill for free, and may buy the Indomitable Will advantage for 1 HP.You begin with a 2-point Defeated background, and the cost of Glamour is 2 HP higher.

Clan MacIntyre You receive the Hunter skill for free, but you may never develop the Streetwise skill.

Clan MacLeod If you buy Glamour sorcery you get an extra 2 Sorcery Points, but you start with 5 fewerHP and you must take a 1-point Obligation background to represent a Sidhe whom youowe a favor.

These modifications apply only to Castillian heroes with the Noble advantage.

Family Description

Aldana Father: Aldana School for 22 HP, but may never buy the Criminal skill.

Mother: Courtier skill for free, but TN of reputation actions against members of theGallegos family is raised by 5.

Gallegos Father: Gallegos School for 22 HP, but may never buy the Streetwise skill.

Mother: Free Raise when using sorcerous knacks, but two fewer reputation dice while inCastille.

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Family Description

Orduño Father: Sailor skill for free, buy may never buy the Hunter skill.

Mother: 2HP discount on Commission advantage (min 1 HP), but receive 50g less monthlyincome.

Sandoval NPC only

Twice normal monthly income, and receive Castillian Education advantage for free.

Soldano Father: Soldano School for 22 HP, but may never buy the Servant skill.

Mother: Free Raise when using repartee system, but receive 100g less monthly income.

Torres Father: Torres School for 22 HP, but may never buy the Dirty Fighting skill.

Mother: 3-pt Disposessed background for free, start with 100g extra, but must take aHubris for which they gain only 6 HP.

Zepeda Father: Zepeda School for 22 HP, but may never buy the Performer skill.

Mother: Receive Priest skill for free, receive 12 HP for the Overzealous hubris, but may not

take a virtue.

These modifications apply to any Eisen character.

Königreich Description

Fischler TN of Fear checks is 5 higher, and the cost of advantages which allow you to ignore Fear,even temporarily, is 2 HP higher.

Roll 1d10:

  1-4: Riverboat Pilot skill

 

5-8: Hunter skill

  9-0: Keen Senses advantage

Freiburg You may never learn the Hunter skill, and when you are not in a city the TNs of your civilknack checks are raised by 5.

Roll 1d10:

 

1-4: 3HP of languages

  5-8: Combat Reflexes advantage

 

9-0: Scoundrel advantage

Hainzl Whenever more than one of your dice explode during a single roll, the GM receives a DDwhich can only be used against you.

Roll 1d10:

  1-4: Small advantage

  5-8: Merchant skill

  9-0: Monthly income increased by 25%

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Königreich Description

Heilgrund You always have 5 flesh wounds, which never go away.

Roll 1d10:

  1-4: Ordained advantage

 

5-8: Citation advantage  9-0: Commander and Rider skills

Pösen You always receive one fewer reputation die than normal.

Roll 1d10:

 

1-4: Academy advantage

  5-8: Heavy Weapon skill

  9-0: Firearms skill

Seiger You must take a hubris, for which you receive only 5 HP.

Roll 1d10:

 

1-4: Large advantage  5-8: Toughness advantage

  9-0: Foul Weather Jack advantage

Wische No starting income, monthly income reduced by 25%.

Roll 1d10:

  1-4: 3-pt Orphaned background

  5-8: 3-pt Lost Love background

 

9-0: 3-pt Waisen Dependent background

These modifications apply only to Montaigne heroes with the Noble advantage.

Family Description

Montaigne NPC only

Unlimited income

Twice the number of sorcery points for Porté

Allais du Crieux 100g extra monthly income

Two fewer reputation dice (min 1) when in Charouse

Flaubert du Doré 150g extra monthly income

One fewer reputation die (min 1) when in Montaigne

Riché du Paroisse Small advantage for free

12 HP for the Hot-Headed hubris, 12 HP for the Self-Controlled virtue

100g less monthly income

Maximum Brawn is reduced by 1

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Family Description

Leveque d’Aur  Immune to taxes and tariffs while in Montaigne

Academy advantage for free

Civil skills cost 3 HP / 15 XP

Dubois du Arrent Friendly virtue for 5 HP, Proud hubris for 5 HP

Free Raise to reputation actions in Montaigne

Martial skills for 3 HP / 15 XP

Valroux duMartise

Valroux School for 20 HP; other Montaigne Schools as foreign Schools

Free Raise to Taunt and Intimidate repartee actions; TNs of other reputation actions areraised by 5

Bisset du Verre 12 HP for Greedy hubris; 12 HP for Altruistic virtue

125g extra monthly income; when Montaigne-Castille war ends, instead have 50g lessmonthly income

Étalon du Toille Pay 5 HP for a virtue; receive no HP for a hubris

National trait bonus is Brawn not Panache

Give half monthly income to charity

Praisse duRachetisse

If you have Porté sorcery, you receive 5 fewer HP, two extra Porté sorcery points, andcanines dislike you and will attack

Rois et Reines duRogné

Membership (musketeers) for free, but must take a hubris for which you receive only 8 HP

Gaulle dul Motte May not learn the Courtier skill

Lose one reputation die (min 1) when in any Montaigne cityScholar skill for free

Two Free Raises to resist fear

Sices du Sices Free Raise when using or resisting the repartee system

Receive +2k0 for each DD spent on repartee actions

Receive +1k0 for each 2DD spent on martial knacks

Michel duGloyure

May never purchase sorcery

75g less monthly income

Opponents receive -2k0 when using sorcery on you

Deneuve duSurlign

Servant skill for free

Gossip knack considered one rank higher when in Paix

TNs of reputation actions are raised by 5 when targeting Montaign nobles

These modifications apply to any Ussuran character.

Douma Description

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Douma Description

Gallenia Must take the Traditions background at 2 or spend 4 HP not to have it.

Roll d100:

  1-25: Winter; May take the Buslayevich Bowman School for 5 HP less then normal

 

26-50: Spring; Gain Ride skill for free  51-75: Summer; You receive a Free Raise to Ride, Mounting or Trick Ride knacks

  76-100: Autumn; You have a well-trained horse; gain a free unkept die (+1k0) whenworking with it

Molhyna Lose one Reputation Die when interacting with the world outside of Molhyna.

You may purchase the Worldly Arcana, but at the cost of 12 HP.

Roll d100:

  1-25: Winter; Receive Cold Climate Conditioning for free and 1 free Rank in theSurvival Knack even if you do not have a Skill that has it

  26-50: Spring; Gain Hunter Skill for free with one additional free Rank in Fishing

 

51-75: Summer; If you purchase Spy you gain 1 free Rank in Sincerity  76-100: Autumn; Gain Heavy Weapon or Archer for free

Pavtlow When dealing with any foreign Court (save Vesten) you have a +5 penalty to your TN.

Also when dealing with any overtly “rural situation” you have a +5 penalty to your TN.  

Roll d100:

  1-25: Winter; Gain Courtier Skill for free

  26-50: Spring; Gain +1k0 to resist social manipulations and Repartee

 

51-75: Summer; Gain Falconer Skill for free

  76-100: Autumn; University Costs 1 HP for you

Rurik If you take Arrogant, Greedy, Proud or Righteous Hubris you only receive 6 HP.

Taking the Altruistic, Fortunate, Passionate and Victorious Virtues cost you 14 HP.

Roll d100:

  1-25: Winter; You receive either the Merchant or the Servant Skill for free and yougain a free Rank in Drive Sleigh

  26-50: Spring; Gain the Guide or Hunter Skill for free

  51-75: Summer; Receive 4 HP to be spent on Languages; gain Falconer Skill for free

  76-100: Autumn; Receive 1.5 times your monthly income and starting funds

Somojez You receive -1k0 to social rolls when dealing with members of the Vaticine Church, theObjectionist Church or the Church of Avalon in any social manner.

Roll d100:

 

1-25: Winter; Gain the Guide Skill and 1 free Rank in Climb

  26-50: Spring; You gain the Sensitive Bones Advantage and a free Rank in any one ofthe Hunter Skill’s Basic Knacks if you purchase the Skill 

  51-75: Summer; You speak Eisen and Crescent for free

 

76-100: Autumn; You receive a Free Raise when dealing with or within the BushkaGora and Gora Bolshoi mountain ranges

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Douma Description

Veche You must spend 13 HP to gain a Virtue.

Should you take the Cowardly Hubris you only receive 7HP.

Roll d100:

 

1-25: Winter; You may take the Dobrynya School for 5 HP fewer

 

26-50: Spring; If you take the Rash hubris you get 15 HP for it, but you must spend 2DD to avoid the GM activating it

 

51-75: Summer; You may take the Cursed, Fear or Lost Love Background at 3 for free

  76-100: Autumn; You may take Foul Weather Jack for 2 HP instead of the normal costof 5 HP

You must take the Scoundrel Advantage. When you interact with anyone outside of Ussura you receive +10 tothe TN, unless the person knows you personally.

You may not take the Courtier Skill during character generation.

You must spend at least 4 HP on the following Skills: Acrobat, Artist, Criminal or Performer.

Clan Description

Basulde Clan If you are a Pyeryem Sorcerer you can re-roll a failed attempt to transform into or out of thespirit skin of a Cat once per scene.

Roll d100:

  01-50: Gain 1 free Rank in Musician if either the Artist or Performer Skill is taken and gainthe Musical Ear Advantage for free

  51-100: Gain 1 free Rank in Drive Carriage if either the Servant or Merchant Skill is takenand gain the Barterer Advantage for free

Curara Clan If you are a Pyeryem Sorcerer you can re-roll a failed attempt to transform into or out of thespirit skin of a Bear once per scene.

Roll d100:

  01-50: Gain the Fencing or Heavy Weapons skill for free and receive a superbly craftedsword of your tribe’s making, which is treated as a 2 HP discount on the Castillian Blade

Advantage

  51-100: You may take the Dracheneisen Advantage

Munit Clan If you are a Pyeryem Sorcerer you can re-roll a failed attempt to transform into or out of thespirit skin of a Eagle once per scene.

Roll d100:

  01-50: You may purchase the Adaptable, Intuitive Perceptive or Uncanny Arcana for 6 HP

  51-100: You gain Fortune Teller for free, plus 1 free Rank in Cold Read

Ursari Clan If you are a Pyeryem Sorcerer you can re-roll a failed attempt to transform into or out of thespirit skin of a Wolf once per scene.

Roll d100:

  01-50: Gain 1 free Rank in Animal Training if either the Falconer or Performer Skill istaken, and gain the Animal Affinity Advantage for free

  51-100: You may purchase the Pyeryem Sorcery for 5 HP less then normal

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You must get your GM’s approval before selecting a Kosar Hero, and Pyeryem Sorcery can only be allowed

with your GM’s approval.

You must take the Scoundrel Advantage. When you interact with anyone outside of the Kosar you receive +10to the TN, unless the person knows you personally.

Roll d100:

  1-20: You have Indomitable Will at no cost

 

21-40: You have Combat Reflexes at no cost

  41-60: You have Legendary Trait at no cost

  61-80: You have Fhideli Connection (3 HP) at no cost

 

81-100: You have Pain Tolerance at no cost

These modifications apply only to Vodacce heroes with the Noble advantage.

Family Description

Bernoulli Male: Must purchase either the Scholar or Missionary skill and spend 5 HP on its knacks. Youreceive a Free Raise when researching or using a book-learned Scholar or Missionary knack.

Female: Gain Missionary skill for free

Bianco You can buy the Unbound advantage for only 10 HP. You must take a 3-pt Lorenzo background.

Caligari You can buy the Foul Weather Jack advantage for 3 HP. You have additional monthly income of75g. You must take 2-pt Defeated background.

Falisci You receive a Free Raise when trying to manipulate others. You receive 12 HP for the Arroganthubris, but must pay 12 HP for any virtue.

Male: You must make TN 15 Resolve roll to resist gambling.

Female: You must make TN 15 Resolve roll to resist gossipping.

Lucani If you have Sorte, you receive two extra sorcery points, but you may never use Sorte to aid yourselfor any other member of the Lucani family, and you begin with 5 fewer HP.

Mondavi You must take a hubris for 8 HP only.

Male: You may learn the Ambrogia School for 20 HP.

Female: You receive a free raise to Unobtrusive rolls.

Serrano You receive a 1 HP poison immunity advantage for free, and you receive two Free Raises for anyPoison roll. You must take a 3 point Nemesis background to represent a Vestini sworn enemy.

Vestini You receive the Appearance: Above Average advantage for free, but you must take the Hedonistichubris for only 8 HP.

Villanova You receive two extra reputation dice when at court in Vodacce. You must purchase a 3 pointNemesis background to represent the Church.

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You get 100 Hero Points (HP) to spend on the following areas (in any order).

The ranks you have received so far are free; additional ranks in traits cost 8 HP each, and it’s advisable to have

at least two ranks in each trait. They’re expensive, but they’re worth it; most everything you roll will dependon your traits.

You can buy a maximum of two additional ranks per trait at character generation (that is, you can start with a

maximum of rank 4 in your national trait, rank 3 in other traits).

An arcana is a guiding force behind your character's personality. They come in two flavours: Virtues, whichcost 10 HP, and Hubrises (heroic flaws), which give you 10 HP back.

You can only have one Arcana, and it can only be chosen at the time a character is being created. You canchoose to have no arcana.

These can cost anything from 1-50 HP, and include physical things (Left-Handed, 3 HP) and social things (Noble,10 HP) and the like. Your nationality can affect the cost of some advantages.

Depending on your nationality you’ll speak one or two languages for free. Additional languages usually cost 1 -3

HP. Literacy in a language costs an extra 1 HP.

These represent unresolved aspects of your past (such as Amnesia, Lost Love, Hunted) and can be bought for1-3 HP, depending on how significant the background is. You can spend no more than 4 HP on backgrounds,and you can have a maximum number of backgrounds equal to your rank in Panache.

You gain extra XP whenever one of your backgrounds appears in a game session.

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Skills cost 2 HP each, and are classed as Civil  (such as Courtier or Scholar) or Martial  (such as Athlete orFencing). Each skill consists of a set of basic knacks and a set of advanced knacks. When you buy a skill you get

a free rank in each of its basic knacks; if the same knack appears in more than one skill, these free ranks stack(up to a maximum of three ranks).

You can buy additional ranks in knacks with HP: a rank in a basic knack costs 1 HP, while a rank in an advancedknack costs 3 HP. You cannot start with more than three ranks in any knack.

This works like a skill; depending on your nationality you can buy a particular sorcerous heritage with aselection of unique knacks  – at least 5, sometimes more. For 40 HP (full-blooded sorcery) you get 7 ranks to

allocate between your knacks; for 20 HP (half-blooded sorcery) you get 3 ranks.

You start as an Apprentice, reaching Adept level (and gaining new abilities) when you have 4 ranks in 4 knacks,and Master level (gaining the final set of abilities) when you have 5 ranks in 5 knacks.

Shamanisms are essentially magical advantages; unlike sorcerous heritages, they could possibly be learnedafter character creation.

There is a large collection of Schools to choose from, which cost 25 HP (for a School from your own nation; 35HP for a foreign School) and in return give you two free skills, a free rank in each of four special combat knacks,and sometimes an advantage or two.

Like sorcery, you start as an Apprentice, becoming a Journeyman when you have all four knacks at rank 4, anda Master when you have all four knacks at rank 5. Unlike sorcery, you are allowed buy additional ranks in theseknacks at character generation for 3 HP each.

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Once you have spent your points, you can calculate your income (which depends on the advantages youchoose). Characters start with 3 months of income, a set of clothes, and a single weapon.

If you did not purchase advantages which give you an income, you can choose to be a servant, and earn yourhighest ranked basic Servant knack each month. For example, if your highest rank is 2, you get 2 g / month.You also start with 10 times this amount (instead of just 3 times).

If you have no starting income, you start with 1k1 g.

Note: You do not normally spend money on food, shelter, or to maintain property. Those are assumed to be

 paid for. The listed income is extra money.

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Virtue Effect

Adaptable Cancel effects of Surprise on self.

Altruistic Reroll a failed test you attempted for helping someone else. Only once per test.

Comforting Cancel effects of one level of Fear on party until end of Scene.

Commanding Gain a Fear Rating of 1 for one Scene.

Courageous Reflect the effects of Fear back from yourself to one of your opponents.

Creative Get a hint/idea from the GM. Intended for beginner players.

Exemplary Allow the rest of your group to use one of your Knack Ranks in a shared activity.

Focused Transfer one Rank from one Trait to another for duration of Scene. Once per Scene.

Fortunate Reroll any failed test whose TN is 20 or less. Once per test.

Friendly Gain a Connection at some point within Scene. (Cost 2 Drama Dice)

Insightful Determine which Arcana another Hero or NPC possesses.

Inspirational +1 kept die to any other Hero’s action. 

Intuitive Get a hint/information from the GM. (Activation is 1 XP. Activated only by GM. Get +2 XPper adventure)

Passionate Double the number of kept dice for any one Action when saving life of loved one or friend.

Perceptive Automatically succeed any Perception check

Perspicacious Predict what a Villain or Henchmen’s next Action will be. 

Propitious Lucky escape from current Scene. Affects whole party. Permanently reduces Drama by one.

Self-controlled Cause any use of Repartee system against you to automatically fail.

Uncanny Receive warning just before the next time your GM springs an awful surprise on you.

Victorious Automatically score a Dramatic Wound. Use after hitting, but prior to Damage roll.

Willful Prevent NPC’s from using Drama dice when they are facing use in combat until end of

Scene.

Worldly You have one Rank in any Knack you do not have a Rank in until end of Scene.

Hubris Effect

Ambitious You chase after power even if it’s risky. 

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Hubris Effect

Arrogant You show contempt or disdain for someone else.

Cowardly You avoid or escape from doing something dangerous.

Envious You covet something belonging to someone else and should attempt to get it.

Greedy You try to get as much money as possible when divvying up loot, getting a bribe, etc.

Hedonistic You relax your guard and have a good time.

Hot-headed You fly off the handle and lose your temper.

Inattentive You fail a Perception check, or get a –2 dice penalty to a Surprise check.

Indecisive Discard an Action die from Initiative Pool during a time-sensitive moment.

Judgmental You jump to conclusions and form an unsubstantiated opinion of someone you’ve just met.  

Lecherous You give in to temptation.

Loyal You go back for a fallen comrade, or avoid leaving their side in the first place.

Misfortunate Reroll a successful test whose TN was 25 or higher. Cannot be used more than once per test.

Overconfident You don’t have any doubts about your capabilities.

Overzealous You strongly defend one of your opinions, no matter how inappropriate the time and place.

Proud You refuse an offer of aid.

Rash You investigate something unusual even if it looks dangerous.

Reckless You ignore any nagging feelings of worry or hesitation when confronted with danger.

Righteous You don’t have any doubts about the moral justifiability of your actions.  

Star-crossed You are shot with Cupid’s arrow…again. 

Stubborn You are prevented from changing your mind.

Trusting You lose any doubts about another person.

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A positive arcana is called a Wile and costs 10 HP; a negative arcana is called a Flaw  and gives you 10 HP.

Wile Effect

Adaptable  As the Virtue of the same name.

Beguiling You receive a Drama Die whenever you assist the heroes. You receive a Free Raise whenmaking a roll to assist the heroes. You do not need to spend a DD to activate this arcana.

Brilliant A hero fails a roll in a phase in which you also have an action.

Careful Whenever you spend a Drama Die and roll 5 or less on it, it does not count as spent. You donot need to spend a DD to activate this arcana.

Charismatic One of your followers dies fearlessly for you.

Commanding  As the Virtue of the same name.

Deceitful When someone tries to identify your arcana, you may choose what arcana they see. You donot need to spend a DD to activate this arcana.

Fanatical You may ignore your injuries for one phase.

Focused  As the Virtue of the same name.

Fortunate  As the Virtue of the same name.

Hateful You declare someone to be your enemy. You are immune to any attempts by your enemy touse the Repartee system on you, and you gain +1k0 when fighting this person. You may notdeclare a new enemy until your current enemy is dead.

Honourable Whenever you refrain from committing or profiting from a dishonourable act, you gain aDrama Die.

Prudent Whenever heroes spend a Drama Die against you or your followers, the GM receives two DDinstead of one. You do not need to spend a DD to activate this arcana.

Recurring You escape, no matter how impossible that may seem.

Regal The threat rating of one of your brute squads is increased by 1 until the end of the round.

Resourceful You gain rank 2 in any knack you have no ranks in.

Ruthless Perform a shockingly evil act and make an Intimidation attempt against all heroes whowitness it. Any intimidated heroes are surprised for one round.

Seductive You convince an NPC to perform an evil deed.

Self-controlled  As the Virtue of the same name.

Uncanny You get some warning just before the next surprise the heroes try to spring on you.

Victorious  As the Virtue of the same name.

Willful  As the Virtue of the same name.

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Flaw Effect

Ambitious  As the Hubris of the same name

Arrogant  As the Hubris of the same name

Careless Heroes can automatically succeed in a check to escape from one of your traps or prisons.

Cowardly  As the Hubris of the same name

Cruel A mistreated henchman betrays you; you should kill him as soon as you discover histreachery.

Envious  As the Hubris of the same name

Extravagant You focus on your own comfort rather than your job or plans.

Greedy  As the Hubris of the same name

Hot-headed  As the Hubris of the same name

Lecherous  As the Hubris of the same name

Megalomaniacal You admit, in front of your henchmen, that you don’t plan on sharing power with them.  

Merciful You are stopped from killing someone (although you may choose to exile them instead).

Misfortunate  As the Hubris of the same name

Misled You doubt your actions for a moment (one action).

Overconfident  As the Hubris of the same name

Paranoid You believe that one of your henchmen has betrayed you, or is about to do so.Proud  As the Hubris of the same name

Rash  As the Hubris of the same name

Scheming You refuse to do things the easy way. You don’t just kill an enemy, you construct an

elaborate death trap instead.

Squeamish You pawn off the task of killing someone onto a henchman.

Stubborn  As the Hubris of the same name

Talkative You explain your schemes to the heroes.

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Advantage Cost Ref Description

Able Drinker 1 HP PG 158 Drinking liquor never affects your die rolls.

Academy 4 HP PG 158 Costs 2 HP if Eisen.

Martial skills cost 1 HP (instead of 2 HP) each when firstmaking the character. 

Acalde 4 HP CA 103 Castille only. 

Member of Castillian police force (like a sheriff).

Accurate Archer 3 HP US 100 Costs 2 HP if Ussuran.

You get +5 on all attacks made with a bow.

Accurate Slinger 3 HP CE 81 Costs 2 HP if Crescent (Ruzgar’hala). 

You get +5 on all attacks made with a sling.

Accurate Spear Thrower 3 HP IG 79 Costs 2 HP if Kanu.

You get +5 to Throw (Spear).

Age and Wisdom 1-2 HP IC 82 For 1 HP, your character starts as middle aged.

For 2 HP, your character starts as old.

In addition, for each HP spent you gain one FR to the following

knacks:  First Aid

  Haggling

  History

  Leadership

  Storytelling

  Weather

Ajedrez Master 1 HP CE 81 You receive +5 on Gaming and Cheating rolls made whenplaying the game ajedrez.

Alchemist 10 HP IC 82 You are studying alchemy.

The maximum value of one of your traits increases from 5 to6.

Animal Affinity 2 HP US 100 Costs 1 HP if Ussuran.

You get +5 on Animal Training rolls.

Appearance 5 - 20HP

PG 158

SD 87

5 HP: Above Average

10 HP: Stunning

15 HP: Intimidating

20 HP: Blessed Beauty

For each 5 HP spent, you gain one unkept die to all social rolls.

You cannot also take an Unnerving Countenance advantage.

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Advantage Cost Ref Description

Architectural Awareness 1 HP SH 95 +1k0 for noticing concealed doors.

Area Knowledge 3 HP LV 82 You know an area very well. You get an extra unkept die onAmbush checks while in that area. You also get +5 on Chaserolls made in that area.

Armour Trained 6 HP CJE 66 4 HP if Cathay and has an Army Commission.

The penalties for wearing armour are reduced.

When determining penalties, take the penalty for each itemfrom the column one step to the right on he table. 

Barterer 1 HP US 100 You get +5 on Haggling rolls.

Bearsark 15 HP VV 98 Vesten only.

You are immune to fear at all times. Prior to a battle, you mayspend a drama die to go berserk. You enter a mindless ragethat will not stop until all enemies are down. The rest applieswhile you are berserk… You froth at the mouth. You feel no

pain and are immune to the effects of being Crippled(although you can still be knocked out or killed). Your Wits isreduced to 0. You gain +5 on all Brawn rolls (includes woundchecks and damage rolls). You increase your Fear Rating to1/3 your Panache (round up). It takes a Wits check of TN 5(remember that Wits is 0) to identify friend from foe incombat. You age a week for every round of combat you areberserk.

Bodyguard 7 HP VV 98 Costs 6 HP for Vendel.

A 75 HP henchman with a Swordsman School of your choice.

Bogatyr 8 HP MS 3 Ussuran only. Costs 4 HP if have Sorcery.

You are an unlanded noble. You start the game with 5,000g,but you have no income. You get +5 on Mooch  knack rolls.You receive a martial skill, Merchant or Courtier for free.

Bought Weapon varies VV 99 Vendel only.

You can purchase a special weapon of any type other thanDracheneisen. The cost is 2 HP more than the normal cost forthat weapon.

Brilliant 3 HP IC 83 You get +1 unkept dice on Conception Checks (as per theInvention rules).

Castillian Blade 2-6 HP CA 102 All blades are 2k2 fencing weapon. Cost reduced by 1 HP for ablade from a Castillian's home province.

  Aldana (3 HP) = Lower one action die by 1 at the start ofeach round.

  Gallegos  (3 HP) = +2 to attack rolls. +5 TN to resistbreaking the blade.

  Soldano (6 HP) = +2 to all fencing die rolls. +5 TN to resistbreaking.

 

Torres (3 HP) = +3 to damage rolls.

  Zepeda (2 HP) = +1 to attack and damage rolls.

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Advantage Cost Ref Description

Castillian Education 10 HP PG 158 Castille only.

Civil advanced knacks for 1 HP (instead of 3 HP) per rank whenfirst making the character. You can speak and read/write theThéan language.

(Gives a -5 to the cost of the Noble advantage.)

Castillian Squire 7 HP CA 103 Costs 6 HP for Castillians. 

A henchman with rank 2 in all traits + 20 HP to spend. Has 3"knacks of expertise" that allow master to act at +1 rank inthat knack when assisting.

Cathayan Servant 6 HP CJE 66 Costs 5 HP for Cathayans.

A 75 HP Henchman with 3 Ranks in all Cao Yao knacks

Church Guard 2 HP CP 88 To take this advantage, you must have Wits 2+, Resolve 2+,membership in either the Rossini or Swords of Solomon

schools, Wrestling skill, rank 3 or better in each of Attack andParry for your School's weapon, and at least a 2 point Vowbackground for an oath to defend the church.

All your needs are taken care of. You can claim sanctuary inany church.

Citation 4 HP PG 159 +10 reputation points.

(You cannot also get the Scoundrel advantage.)

Cloistered 4 HP CP 87 You may not also have the Ordained advantage.

You grew up in a monastery or nunnery. You took a vow to

abstain from one of the 7 deadly sins (typically poverty,chastity, and humility).

You get Monk   skill for free. You get +10 on rolls to resistbreaking your vow. You no extra income but you start with30g.

Close Family Member 1-10 HP MO 83 Montaigne only.

You can call on a close family member once every 3 monthsfor assistance.

 

Scholar (1 HP)

  Priest / Sorcerer (2 HP)

 

Courtier / Skilled / Society Member / Merchant (3 HP) 

Duelist (4 HP)

  Commander (5 HP)

  Head of Family (10 HP)

This advantage can be purchased up to 3 times, each for adifferent person.

Cold ClimateConditioning

2 HP US 100 Costs 1 HP if Ussuran, Highlander, Vendel / Vesten, Khimal or

Koryo.

You take 1 less unkept die of wounds due to cold weather, butyou take 1 extra unkept die of wounds due to hot weather.

Combat Reflexes 3 HP PG 159 May re-roll one initiative die each combat round.

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Advantage Cost Ref Description

Commission 2-8 HP PG 132

PG 159

WB 102

-2 HP to cost for Montaigne (minimum of 1 HP).

Military members have allies in the military, are wellequipped, and have influence in their country.

Navy members have a revenue stream of: 10g/month (sailor,2 HP), 25g/month (mate, 4 HP), 60g/month (petty officer, 6HP), 90g/month (lieutenant, 8HP).

Army members have a revenue stream of: 8g/month(corporal, 2 HP), 20g/month (sergeant, 4 HP), 50g/month(liettenant, 6 HP), 75g/month (captain, 8HP).

For +1 HP, you can get a special commission:

  Castillian Navy (get Sailor skill free)

  Crescent Corsairs (welcome in Crescent)

  Mercenary Company

  Merchant Marine (Merchant Guild membership)

 

Montaigne Navy (get Courtier skill free)

 

Sea Dogs (+5 on repartee actions in Avalon)

  Vodacce Navy (Spy skill free)

Connection 1-3 HP PG 159 You may have a number of connections equal to yourPanache.

  Informant (1 HP) = A person who will help if paid.

 

Confidant (2 HP) = A person you trust, but would not risktheir life for you.

 

Ally (3 HP) = A close friend who would walk through firefor you.

You may also purchase these for 2 XP per HP.

For +2 HP, the connection owes you a favor or money. 

Crescent Servant 6 HP CE 85 Costs 5 HP for Crescent. 

A 75 HP henchman with the Linguist advantage and 15 pointsof languages.

Cymbr Connection 3 HP VO 97 You have earned the trust and friendship of the wanderingCymbr people (in Vodacce). You know the locations they canbe located at and the signs used to communicate.

Dangerous Beauty 3 HP PG 160 +2 unkept dice on seduction rolls.

Debater 2 HP RI 86 +5 on Oratory rolls for contested social rolls or verbalarguments.

Double Jointed 1 HP CJE 67 Immune to damage from Joint Lock on your fingers, and youget two Free Raises to escape from such a Joint Lock.

Free Raise to Wound Check if you are disarmed when using asword with fencing ring grips.

Dracheneisen varies PG 160

EN 93

See the separate section for details of this advantage.

Drago 6 HP VV 99 Costs 5 HP for Vendel.

A 75 HP henchman with 3 in all Guide knacks.

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Advantage Cost Ref Description

Eagle Eyes 2 HP PN 95 +10 on perception checks at a distance.

Eisen Bodyguard 6 HP EN 95 Costs 5 HP for Eisen.

You have a loyal 75 HP henchman with an Eisen swordsman

school.

Elaine's Knight 4 HP AV 91  Avalon only. 

You are a member of Elaine’s Knights. 

 

You must swear an oath to Queen Elaine.

  You must know an Avalon school, or have Glamour magic.

  You must choose one of Elaine’s twelve knights (other

than Lawrence Lugh or Jeremiah Berek) as your patron;you are assumed to have a 0 HP Patron advantage.

  If your reputation ever drops below 5, you are stripped ofyour title and expelled from the order.

 

You may not belong to any other knightly order (such asthe Rose and Cross).

In return for this, you gain the following benefits:

  The crown provides your clothes, weapons and lodgingsfor free

 

You receive an income of 10g per month

  You can claim sanctuary at any Avalon diplomatic post

  Other members will defend you and come to your aid

Emergent Personality 1 HP AG 6 You have a secondary personality. Create a new characterwith the same Traits and assign a number from 1 to 10 to thischaracter. Roll 1d10 at the start of the session; if you roll the

number of the character, play the character until the end ofthe session.

You may take this advantage up to five times.

Evil Reputation 13 HP PN 95 For villains only.

Once per scene, may spend 1 drama die for a +2 Fear Ratinguntil end of scene, or for -20 reputation until end of scene.

Extended Family 5 HP CA 103 Castille only.

You have family spread around. Roll less than target numberon 1 die to find a relative nearby. If fail, must travel 100 milesbefore trying again.

10=Home Castillian province, 9=Other Castillian province,8=Vodacce, 7=Eisen Vaticine province, 6=Eisen Objectionistprovince, 5=Avalon, 4=Vendel/Vesten, 3=Montaigne,2=Crescent Empire, 1=Ussura.

Faith 5 HP PG 161 You're not sure what this does. Have faith!

Fencing Academy varies SG 92 See the separate section for details of this advantage.

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Advantage Cost Ref Description

Fhideli Connection 3-5 HP US 100 You have spent time in Ussura and were adopted by theFhideli. The points spent equate to the trust level:

 

3 HP: A trusted friend

  4 HP: Adopted into a family and learned Fhideli ways

 

5 HP: Adopted into a family and learned the deep secrets.

At 4 HP and above, you may learn the Fhideli language for 2HP.

Firm Grip 2 HP SG 98 You receive +5 on rolls involving your Brawn whendetermining if you can hold onto something. This does includegrapple, bind, and resisting a disarm.

Forgotten Child 1-5 HP JG 10 You have a child. You may know its age, sex and name, butnothing else.

The cost of this advantage depends on your social standing (1for a jenny, 5 for a noblewoman) and whether the child (or a

third party) intends to take revenge on you for casting themaside.

Foul Weather Jack 5 HP PG 161 One free 4 HP background. If it is resolved, you get anotherone for free.

Friend at Court 1-3 HP MO 83 Works like a Connection, but gives 3 “like”  or “usefulness” points in court per HP spent. (This advantage can be

 purchased up to 3 times, each for a different person.) 

Gentry 8 HP MO 83 Montaigne only. Costs 4 HP if have Sorcery.

You are an unlanded noble. You start the game with 10,000g,but you have no income. You get +5 on Mooch knack rolls.

Gesa 3-5 HP AV 94 You are under the effect of a lesser (3 HP) or greater (5 HP)gesa. A lesser gesa gives +1 XP per story as long as you followthe restriction; a greater gesa specifies the only manner inwhich you can die (see the Druid shamanism for more details).

Governor 6 HP VO 97 Vodcacce only.

You control a portion of the Vodacce mainland. You start thegame with 1,000g and have a 50g/month income. You mayattempt to embezzle with Wits+Accounting against a TN of 5 +5 per 50g embezzled.

Guardian Angel 4 HP CP 88 Someone is looking out for you. You may spend a drama die

to force an opponent to re-roll a successful attack on you or tore-roll an active defense against a trap or other hazard.

Guardian Family 2 HP KM 67 Vodacce only.

You have a resistance to Sorte magic. The TN of any Sorteeffect used against you is increased by 5.

Handy 3 HP IC 83 You can make things well. You get +5 on Construction Checks(as per the Invention rules).

Home Neighborhood 2 HP FR 93 You have a home 46eighbourhood in a specific city. You get +5on social rolls in this area and have Streetwise knacks at rank5 while in this area.

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Advantage Cost Ref Description

Important Client List 1 HP JG 10  Jenny’s Guild only. 

You have some important clients who might prefer to remainanonymous. You may be able to get favours from them, but itmight be dangerous to kiss and tell.

Indomitable Will 3 HP PG 161 Costs 1 HP if Rose and Cross.

+2 unkept dice on contested social rolls.

Infertility 0 HP JG 10 You are incapable of conceiving children. You must deal withthe social stigma, such as being ineligible for marriage.

Inheritance 1-10 HP PG 161 You receive 500g per HP spent. Alternately, you may get anitem:

  1 HP: a well-made arquebus

  2 HP: a well-trained riding horse

  3 HP: an indentured servant (for life)

 

4 HP: a small swivel-gun, or a ship’s cannon   5 HP: a small library

  6 HP: an obligation from a supernatural creature

  7 HP: a minor position on your nation’s ruling council 

 

8 HP: a large cannon or a Syrneth artifact

  9 HP: a well-trained racing or war horse, or a very smallparcel of well-irrigated land

  10 HP: a fancy coach, a very small (and likely remote)island, or a small business

Iron Guard 4 HP EN 96 See the separate section for details of this advantage.

Island Hideaway 2-3 HP WB 103 You know an island that does not appear on anyone else's

charts. If you spend 3 HP, then it has a reef you know butothers make a Wits+Pilot TN 30 to get through.

Jarl 8 HP VV 99 Vesten only. You cannot also take the Thrall advantage.

You are an unlanded, untitled member of the warrior caste.You hold a rank similar to a lieutenant. You start the gamewith 500 g and have a monthly income of 100 g.

Keen Senses 2 HP PG 162 Costs 1 HP for Archipelago characters.

+1 unkept die for skill checks involving your senses.

Large 5 HP PG 162 Costs 3 HP if Vesten.

+1 unkept die on damage and Intimidation rolls.

(You cannot also get the Small advantage.)

Left-Handed 3 HP PG 162 Costs 1 HP if Vodacce.

+1 unkept die on attack rolls with left hand. Your right hand isyour off-hand.

Legendary Trait 3 HP PG 163 Costs 1 HP if Avalon.

Choose a trait; your maximum rank in that trait is increased by1.

You can only buy this advantage once.

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Advantage Cost Ref Description

Lightning Reflexes 4 HP SG 92 When you use an interrupt action to make an Active Defense,it costs only one action die (rather than two). This ability canonly be used once per round.

Linguist 2 HP PG 163 Costs 1 HP if Vendel.

All languages cost 1 HP less (or 3 XP less) to purchase with aminimum of 1 HP (or 3 XP) unless it starts at a cost of 0.

Local Hero 2 HP FR 93 You receive one extra reputation die while in a specific citydue to an action performed there in the past.

Lord's Hand 4 HP VO 98 Vodcacce only.

You must have at least 3 ranks in Wits and Panache 3, 3martial skills, and have spent 10 HP on knacks from theCourtier skill.

You work for a Prince and perform actions in his name. All

your needs are taken care of by the Prince.MacEachern Heritage 10 HP AV 91  Avalon only.

As a member of the MacEachern family, you know how to killSidhe… but they want you dead.

MacEachern Weapon 5 HP AV 91 You have a MacEachern blade (any from knife to claymore). Itcan kill Sidhe, but they will want to kill you.

Man of the Cloth 2 HP CP 88 You must have either the Ordained or Cloistered advantage.

You gain 5 reputation points. You are known for piety andwisdom.

Man of Will 25 HP EN 96 You may not also have any sorcery or shamanism.You are immune to mind-altering magic (sorte, runes,glamour, etc.), effects of the repartee system, and the effectsof fear.

You do not take penalties when Crippled.

You may not take a hubris, but you may take a virtue at a costof 5 HP.

Membership:Alchemist’s Guild 

3 HP AG 6 You are a member of the Alchemist’s Guild.  

You gain a FR on Socialise checks when in any Théan courtother than Castille, or in esoteric circles.

Servant and Scholar advanced knacks cost 1HP less atcharacter creation.

Membership(Inquisition)

2 HP CP 94 GM permission only.

You are a member of the inquisition. You receive 100g/month.

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Advantage Cost Ref Description

Miracle Worker 5-15 HP CA 103

CP 88

For each 5 HP spent, get 1 Miracle die per story.

The GM spends the dice to give benefits to the character. Atthe end of a story, you receive 2 XP for each unspent die.

 

Healing Wind: 2 dramatic wounds are healed.  Righteous Fury: After the hero has failed a roll, he gains a

bonus of 3DD added to it.

  Shield of the Faithful: When a villain attacks the hero, theattack is an automatic miss. In addition, the villain’s

remaining action dice are discarded.

  Strength of Theus: After the hero spends his last DD, hegains two more DD.

Montaigne Servant 5+ HP MO 85 Montaigne only. 

 

Bodyguard  (5 HP): B=2, F=2, W=2, R=2, P=3; all Fencing,Knife and Firearms knacks at rank 3; 25 HP with no civil

knack above rank 2. 

Lackey (5 HP): B=2, F=2, W=2, R=2, P=3; all Servant knacksat rank 3; 25 HP with no martial knack above rank 2.

  Porté Messenger  (5 HP): B=2, F=2, W=2, R=2, P=3; half-Blooded Porté sorcerer with the Bring knack at rank 4.

+3 HP = +1 to maximum rank for martial knacks.

+1 HP = Streetwise skill (+1 kept die) and rank 5 in Socializing.

+3 HP = Extremely loyal.

+1 HP = Sycophant (worships you).

+2 HP = Very organized (has a maximum of rank 4 in civil

knacks at creation).

Musical Ear 2 HP WEB Two Free Raises to all checks involving the composition ofmusic or the playing, from memory, of pieces before they areheard. Also one free raise to determine any pattern orunnatural influence (Sorte, Invisible College Code, etc.) in themusic heard.

Musketeers 4 HP PG 164 Montaigne only.

All needs are taken care of by the Empereur. Your fellowmusketeers are allies.

Natural Aptitude 6-10 HP CJE 70 Choose one knack; no untrained penalty, and can declare

raises after rolling.

  6 HP for a basic knack

  7 HP for an advanced knack

  10 HP for a sorcerous knack

This advantage can only be taken once.

Nibelung 20 HP EN 98 Eisen only.

You know how to forge and how to destroy Dracheneisen andhave much power in Eisen. You begin with a dracheneisenhammer (heavy weapon, 3k2 damage).

Night Trained 4 HP MO 85 Lose only 1 kept die (instead of 2) in dim light. Lose only 2kept dice (instead of 4) in total darkness.

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Advantage Cost Ref Description

Noble 10 HP PG 132

PG 164

Costs 5 HP if you have Sorcery, Dracheneisen, or Castillian

Education.

Your family is not only of noble blood, but is in good standing.You have a manor house, one seneschal, 10 staff, and small

population of serfs.

You have an income of 500g/month.

Odd Sleeping Habits 1 HP IC 83 You can sleep at odd times and get by with less sleep. You get+5 on Research knack rolls.

Old Name 2 HP VV 100 Vesten only.

You have an 51onoured name among the Vesten. You gain 6reputation (or lose 6 reputation if you have the Scoundreladvantage).

Ordained 4 HP PG 132

PG 164

You may not also have the Cloistered advantage.

You are a priest in the Church of the Prophets.

You get the Scholar   skill for free. You get +5 on social rollswith adherents to your faith. You have a revenue of30g/month.

Pain Tolerance 4 HP US 102 Costs 3 HP if Ussuran.

You can take an additional dramatic wound before becomingcrippled. This does not change the number of woundsnecessary to make you unconscious. You also get +5 on rollsto resist interrogation based on torture.

Past Services 3 HP KM 67 Costs 2 HP for members of an organisation.

You have performed some noteworthy service for anorganization with a Membership advantage. When dealingwith that organization your Reputation is 20 points higher.

Patron 2 – 8HP

PG 132

PG 165

You have a patron who provides you a revenue stream of:10g/month (2 HP), 20g/month (3 HP), 40g/month (4 HP),80g/month (6 HP), or 160g/month (8 HP).

Patron Saint 3 HP CP 89 See the separate section for details of this advantage.

Personal Relic 3 HP CP 90 A relic has passed into your possession. Once per scene youmay invoke it to add one unkept die to a die roll. You can dothis twice per scene if you have the Faith advantage.

Pirate Trick 3 HP PN 96 Learn one Pirate Trick (see the Rogers School for details). Youmay only take this advantage once. If you later learn theRogers School, you lose this advantage and the Pirate Trickbecomes your apprentice level ability.

Poison Immunity 1 HP VO 98

SD 87

You may ignore all effects of a single type of poison. You maypurchase this advantage as many times as you like fordifferent poison types.

Property varies FR 93 You own property somewhere. This costs 1 HP for every5,000g of value.

Published 1-2 HP IC 83 You have had your work published, which gives you +5

reputation per point spent and a bonus of 10g money (onetime) per point spent.

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Advantage Cost Ref Description

Puzzle Sword varies MO 86 See the separate section for details of this advantage.

Regular Dock Space 2 HP WOB103

1HP for Vendel or Vodacce

You have a dock space reserved for you at your vessel’s home

port. You never have to pay to use this dock.

Research Library 1 or 3HP

IC 83 You have a small library.

Anyone spending a month studying gets 1 XP to spend on aCivil knack. This may be done once per story (no matter howmany libraries are visited).

The library gives +5 on a Conception Check (as per theInvention rules) if you spend more than half of the inventiontime in the library. If you only spent 1 HP, there is a 20%chance that you get a -5 instead.

Righteous Wrath 5 HP CP 95 You must also have the Membership (Inquisition) advantage.

You cannot also have the Miracle Worker advantage.

Each story you receive 2 miracle dice. These dice can be spentas follows (cannot use any except Vanishing Act on someonewith Faith advantage):

 

Silver Tongue: +2 kept dice on one social roll.

  Gaze into the Abyss: Make a contested resolve check andyou get +10. You gain a fear rating against that person of1 for every 5 you won the check by.

  Fanatic Strength: +3 Brawn for one action.

  Piercing the Veil: You automatically detect a lie.

 

Untapped Reserves: When you have no drama dice you

can spend a miracle die to get 2 drama dice. 

Vanishing Act: With a distraction you can disappearwithout a trace.

Rose and Cross Patron 0 HP RC 28

RC 76

Costs 5,000g/year for patron status and the protection thatcomes with it. As a patron, the Rose and Cross will protectyou, but you must aid them as well.

Roving Don 6 HP CA 104 Castille only.

Take this instead of Noble. You start with 6,000 g, but have nomonthly income and spend 50 g/week to maintain yourlifestyle. You become a full noble if your lands are reclaimed.

Rucken 8 HP EN 99 Costs 6 HP for Eisen.

You have a loyal 100 HP henchman. If you betray him, hebecomes a 3 point Nemesis.

Rune Weapon 1-8 HP VV 100 Vesten only.

You have a weapon inscribed with a rune. The cost is 4 HP forone that adds dice or 1HP + 1HP per raise on ones that affectweather. This is for a single use rune. Permanent runes costtwice as much.

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Advantage Cost Ref Description

Scarovese 1-3 HP VO 99 You have studied the works of Cristoforo Scarovese so youcan manipulate politics.

1 HP = your reputation can drop to -40 without becoming anNPC.

3 HP = your reputation can drop to -50 without becoming anNPC.

Scoundrel 3 HP PG 165 -10 reputation points. You get the Streetwise skill for free.

(You cannot also get the Citation advantage.)

Sensitive Bones 2 HP US 102 You get +1 kept die on Weather rolls.

Servant(s) 3 HP PG 165 Each time you buy this advantage you get either oneHenchman (50 HP character designed by the GM) or six Brutes(at threat level 1).

Ship 10 HP

15 HP

20 HP

CM 26 Multiple characters may chip in for a combined advantage.

You have a ship built with the specified number of points (10,15 or 20).

Showmanship 5 HP US 102 3 HP if Fhideli  

You have great timing and an ability to work crowds. Anyaction done in front of an audience that would earn areputation point, earns an additional point. If a repartee rollsucceeds, the success acts as if you had an additional Raise.

Sidhe Ally 2 HP AV 91 You have an ally in the Sidhe court. You can count on him, buthe'll count on you and his troubles can be bigger.

Sidhe Weapon 2-5 HP AV 94  Avalon only. -1 HP cost if you have Sidhe Blood with GoodStanding.

  Dagger (2 HP) = 2k2 weapon (1k2 away from Avalon) andyou can lower one action die by 1 each round.

  Sword (4 HP) = 4k2 weapon (3k2 away from Avalon) andyou can lower one action die by 1 each round.

  Bow & Arrows (3 HP) = Bow string never breaks and the 6arrows can always be retrieved. Those struck a killingblow go to sleep for 1 day to 100 years.

  Spear (5 HP) = 6k2 weapon (5k2 away from Avalon); usesPolearm skill.

Small 2 HP PG 165 Costs 1 HP if Cathayan or Kanu.

+1 unkept die on Stealth and Shadowing rolls.

-1 die on first damage roll each combat.

(You cannot also get the Large advantage.)

Spark of Genius 2 HP IC 85 You have an intuitive understanding of a given field and get +5on rolls with that knack. Choose a knack with a mental orscholarly aspect, such Accounting, Astronomy, Singing, orTactics.

Specialty 1-3 HP CM 25 Gain rank 1 in a knack not in any skill you have. 1 HP for a

basic knack. 3 HP for an advanced knack. (May be purchasedup to 3 times.)

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Advantage Cost Ref Description

Stelets 4 HP US 101 Ussura only.

You are one of the Gaisus' elite guards. You must have Brawn3+, Resolve 3+, Survival knack 2+, at least 3 martial skills, and10+ HP spent on Hunter knacks. Your needs are taken care of

and you have a 20g/month income.

Syrneth Artifact 1-5 HP PN 96 You get one artifact. Samples are in PN 96-97 and Explorer’s

Guild books.

Tenure 2 HP IC 85 You have a permanent position at a university. You get15g/month even when on sabbatical.

Universities include:

 

La Ciencia in Castille

  Dionna University in Vodacce

  Le Grand Université in Montaigne

  Bedegrane University in Avalon

 

The University of Kirk in Vendel

Thrall 1 HP VV 100 Vesten only. You cannot also take the Jarl advantage.

You are a free man of the Thrall class. You gain the Servantskill for free and start the game with 5 g.

Tiakhar Volunteer Navy 4 HP CJE 70 Costs 3 HP if Tiakhar.

You know all the codes the pirates use.

If you encounter a Tiakhar pirate, roll 1d10:

  1-2: You were in a fight with him once

 

3-4: You have never heard of him

 

5-6: You have seen him before, but not spoken to him

  7-8: You served with him once, and got along OK

  9-10: You served with him many times, and are friendly

Toughness 5 HP PG 166

CM 6

Costs 3 HP if Ussuran.

+1 kept die on wound checks.

Trained Spider 2 HP VO 100 Costs 1 HP for fate witches.

See the separate section for details of this advantage. 

Twisted Blade 2 HP VO 99 You have a weapon with 1 destiny die granted to it by a FateWitch. You can purchase this multiple times and up to 5 times

for a single weapon.

Destiny dice may be added before any roll with the weapon toadd 1 kept die to the roll. They refresh at the start of each act.

Tyomny 2 HP US 101 You are one of the Ussuran province of Somojez's Dark Guardsand your role is to protect the province and the orthodoxchurch. You must have Wits 2+, Resolve 2+, Ordainedadvantage, Attack(Fencing) 3+, Parry(Fencing) 3+. Your needsare taken care of.

Unbound 15 HP VO 99 Male Vodacce only.

All fate strands attached to you are court cards, so Fate

Witches cannot affect you. You have a Fear Rating of 2 whenfacing Fate Witches.

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Advantage Cost Ref Description

Undead 15+ HP WB 103 See the separate section for details of this advantage. 

University 4 HP PG 166 Costs 2 HP if Castille.

Civil skills cost 1 HP (instead of 2 HP) each when first making

the character.

Unnerving Countenance 2 - 6 HP SD 89 2 HP: Below Average

4 HP: Ugly

6 HP: Hideous

For each 2 HP spent, you lose one unkept die from all socialrolls except those that benefit from looking unpleasant (inwhich case it is +1k1 instead).

If you are Hideous, you may spend an action to get a +1 FearRating until the end of the scene.

You cannot also take an Appearance advantage.Unseelie Ally 2 HP SBN  Avalon only.

You have gained a favour from an Unseelie Sidhe.

You have one fewer reputation dice when dealing with theSeelie.

Vendel League Seat 8 HP VV 100 Costs 5 HP if Vendel.

You secured a voting Seat in the Vendel League. You gain 10reputation and have a 100 g/week income while you have thisseat.

Vesten Bought-Man 7 HP VV 102 Costs 6 HP for Vesten.You have a totally loyal warrior guard. This is a 75 HPhenchman with a Vesten Swordsman school.

Vodacce Valet 6 HP VO 100 Costs 5 HP for Vodacce.

You have a 75 HP Henchman who also has 3 in all Criminalknacks. This is a valet who is both servant and knowledgeablein politics.

Warm ClimateConditioning

2 HP CE 90 Costs 1 HP if Archipelago, Crescent, Tashil, Tiakhar.

You take 1 less unkept die of wounds due to warm weather,but you take 1 extra unkept die of wounds due to cold

weather.

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Only characters from the nation of Eisen can purchase Dracheneisen. Purchasing any kind of Dracheneisengives a -5 HP discount to the cost of the Noble advantage.

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.

The following items can be purchased with Dracheneisen points:

Item Cost Effect

Arm Guard 2 2 armor points. (may purchase twice) 

Boots 2 1 armor point. (may purchase twice) 

Breastplate 6 6 armor points.

Gauntlet 2 2 armor points.

Helmet 3 3 armor points.

Leg Guard 2 2 armor points. (may purchase twice) 

Panzerhand 6 3 armor points. +1 unkept die with Panzerhand knacks. (See options below.) 

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.

Buckler 4 1k1 buckler. +1 unkept die with Buckler knacks.

Raw Dracheneisen 2 3 units of Dracheneisen for use with Nibelung advantage.

Lock 2 An unbreakable padlock.

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Armour Points Damage Modifier TN Modifier

1 – 6 -1 on attacker's kept damage dice

7 – 12 -1 on attacker’s kept damage dice  +5 TN to be hit

13 – 18 -2 on attacker’s kept damage dice +5 TN to be hit

19 - 24 -2 on attacker’s kept damage dice  +10 TN to be hit

This TN bonus cannot be negated.

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 3actions 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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Cost varies (max 10 HP).

Costs -1 HP for Swordsman’s Guild members (minimum 1 HP). 

You run a combat training academy, which has a number of assistants (75HP henchmen who know yourSchool) and students (TR 2 brutes).

The adacemy’s size determines the number of assistants and students it has, and the income it provides:  

  Tiny (1 HP): 1 salon, 0 assistants, 2 students, 30G profit per month

  Small (3 HP): 2 salons, 1 assistant, 6 students, 80G profit per month

  Average (5 HP): 4 salons, 3 assistants, 12 students, 150G profit per month

  Large (7 HP): 5 salons, 4 assistants, 20 students, 200G profit per month

Modifications:

  Inaccessible  (6 HP): The academy is not open to the general public, and its location is a secret. Yourassistants are 100 HP heroes / scoundrels / villains (rather than henchmen) and your students are TR 3brutes.

 

Secure Building (5 HP): The academy is in a strong, solid building. Climbing and Lockpicking rolls made inrelation to it are at +10 TN.

  Secret Entrance (2 HP): In addition to the main entrance there is a secret door. For chases, you receive a 4phase head start over your pursuers.

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You are a member of an Eisenfurst's Iron Guard. This advantage costs 4 HP.

Membership requirements:

  Eisen nationality

 

At least 3 martial skills

  Additional membership requirements as stated in the table below

Duties:

  Enforce the law within the Königreich

  Obey the Eisenfürst’s orders 

  Additional duties as stated in the table below

Benfefits of membership:

  Equipment, room and board paid for by the Eisenfürst

  You may appeal directly to other members for assistance

 

Stipend of 20G per month (unless stated otherwise)

  Additional benefits as stated in the table below

Königreich Requirements Duties Benefits

Fischler (the WilyFoxes)

Wits 3

Finesse 3

10 HP spent on Hunterknacks

Watch the SchwarzenWalden and report anyactivity

Freiburg (theFrieburgGuardsmen)

Brawn 3

Resolve 3

5 HP spent onPanzerhand knacks

Act as a bodyguardwhen hired out toprivate citizens

Income (roll 1d10):

  1: 0G

  2-3: 10G

  4-7: 20G

  8-9: 30G

  10: 40G

Hainzl (the SteelWarriors)

Wits 3

Finesse 3

10 HP spent onDracheisen advantage

Guard the mines againstthieves

Heilgrund (theGhosts)

Resolve 3

Finesse 3

Rank 3 in Unobtrusive,Stealth and Shadowingknacks

Speak to no-one aboutStefan Heilgrund’s

activities

Pösen (the SwampDogs)

Wits 3

Brawn 3

Gelingen School

Patrol and kill anyencountered monsters

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Costs 3 HP.

As long as you properly honor a specific saint, you gain the benefits that saint grants.

Saint Patron of Effect

St Corvus Thieves Free raise to all Criminal knacks

St Demetrius Archaeologists Gain the Keen Senses advantage for free

St Elmo Sailors Free raise to all Sailor knacks

St George Avalon Free raise in Avalon social situations

St Gregor Monster hunters Free raise to Fear checks

St Hippocras Doctors Free raise to all Doctor knacks

St Hubert Hunters Free raise to all Hunter knacks

St Jerome Libraries, scholars Two free raises to the Research knack

St Joaquin, St Jaime Castille Free raise in Castille social situations

St Kristin Eisen Free raise in Eisen social situations

St Kristoff Travellers Good weather for any overland trip

St Maria Lovers Receive 13 HP for the Star-Crossed hubris

St Maurice Armies Free raise to all Commander knacks

St Niklaus Animals Free raise when dealing with animals

St Phillippa Vodacce Free raise in Vodacce social situations

St Pierre Montaigne Free raise in Montaigne social situations

St Simon Desperation Propitious virtue for 7 HP

St Sonia Artists Free raise to all Artist knacks

St Ussurus Ussura Free raise in Ussura social situations

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Puzzle swords are randomly generated by rolling on the following tables. Heroes from Western provinces(Verre, Toile, Martise, Rachetisse, Rogné, La Motte) subtract 1 from all rolls. Heroes from Northern provinces(Doré, Aur, Arrent, Crieux) add 1 to all rolls. Heroes from other provinces do not modify their rolls.

General rules for puzzle swords:

  If the puzzle sword has a switch or catch, it takes a TN 30 Wits check to discover it.

  Switches, buttons etc do not take an action to use.

 

The removal of parts of the sword (darts, reservoirs etc) throws the sword off balance; such a sword is at -1k1 to attacks and active defences.

To begin generating a puzzle sword, pay 2 HP and roll on the following table:

Roll Result

0 – 5 Roll on the Renard Swords table

6 – 11 Roll on the Loup Swords table

Roll Description

0 Garotte Hilt

You can garrotte your opponent by making an attack; your opponent cannot make asound and begins to suffocate (see drowning rules).

1 Solid Grip

The TN to actively defend against an attack from this sword is at +5 to TN.

2 Disguised Sheath

The sword appears to be a cane or walking stick; you receive two free raises to Concealit.

3 Well Balanced

You recive +1 to all attack rolls.4 Blade Catcher

You receive a +2 bonus to your Parry active defence rolls.

5 – 6 Roll again; ignore further 5-6 rolls.

Then spend 3 HP and roll again on the Uncommon Swords table.

7 Long Reach

You receive a +5 bonus to your Initiative.

8 Locksmith’s Hilt  

The hilt of the sword conceals lockpicks (the compartment requires a Wits check at TN40 to be found). The lockpicks provide a free raise to Lockpicking checks.

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Roll Description

9 Secret Compartment

The hilt of the sword contains a small hidden compartment, which requires a Wits checkagainst TN 40 to be found.

10 Rustproof

The sword is immune to the effects of age and weather.

11 Locking Sheath

A catch on the sword holds it in its sheath unless it is released. It cannot be pulled freewith less than a Brawn of 6, which destroys the sheath.

Roll Description

0 Serrated Blade

The number of flesh wounds inflicted is increased by 2 for each raise you take fordamage (in addition to the extra unkept dice).

1 Flambergé Blade

When rolling damage you may ignore and re-roll any 1s until none remain.

2 Light Sword

When making a riposte, you receive a free raise to your attack roll.

3 Unbreakable

The sword cannot be broken.

4 Barbed Guard

You receive a free raise to Disarm attempts.

5 – 6 Roll again; ignore further 5-6 rolls.

Then spend 3 HP and roll again on the Uncommon Swords table.

7 Keen Blade

You receive a +1 bonus to damage rolls.

8 Spiked Guard

The damage of a Pommel Strike attack with this sword is 2k2 instead of 0k2.

9 Never Dull

The sword never loses its edge.

10 Heavy Blade

You receive two free raises when using the Beat knack.

11 Dagger Hilt

The sword hilt contains a concealed dagger which can be used even if the sword is in aBind; a successful hit automatically breaks the bind.

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Roll Result

0 – 5 Roll on the Créer Swords table

6 – 11 Roll on the Détruire Swords table

Roll Description

0 Smoke Cloud

The sword sprays smoke in a 10’ radius; the area is considered to be in total darkness for

10 phases. When used the reservoir must be refilled with oil and common herbs (costs1g; takes 5 actions). The sword is unbalanced when the reservoir is empty.

1  Articulated Grip

You may use actions to parry as though they were one phase earlier.

2 Lizard’s Tail  

The sword has a false tip that it can shed. After a successful parry against this sword, thetip falls off; your opponent must reroll the parry.

3 Coiling Hilt

The hilt of the sword springs shut on its wielder’s hand one phase after it is picked up

unless a catch is released. It takes a Brawn of 5 to pry t he victim’s hand loose, otherwise

the hand is broken (-1 to Finese for a month).

4 Grasping Hilt

The sword’s hilt wraps around the wielder’s hand when gripped. The wielder cannot be

disarmed, but the catch to release the hilt is concealed, trapping the hands of unfamiliarusers.

5 – 6 Roll again; ignore further 5-6 rolls.

Then spend 5 HP and roll again on the Maître Swords table.

7  Adjustable Hilt

The hilt of this sword can be lengthened to become a heavy weapon (3k2 damage,requires two hands to wield) or shortened to become a fencing weapon (2k2 damage,requires only one hand).

8 Grappling Hilt

The hilt of the sword can be used as a grappling gun. It contains 20’ of strong cord which

takes 10 actions to rewind. When uncoiled the sword is unbalanced.

9 Healing Touch

At the touch of a button the sword injects a liquid into the wielder’s hand which heals 15

flesh wounds. When used the reservoir must be refilled (costs 5g; takes 25 actions). Thesword is unbalanced when the reservoir is empty.

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Roll Description

8 Poison Reservoir

The sword’s hilt contains a reservoir of poison; when a catch is pressed the poison coats

the blade (this takes an action). If the next successful attack occurs before the end of theround, your opponent is poisoned. When used, the reservoir is empty and the sword is

unbalanced; refilling it takes 25 actions.

9 Collapsing Hilt

If the sword is drawn without a catch being pressed, it falls apart in the wielder’s hands

after 1d10 phases, taking (10 – Wits) actions to reassemble.

10 Tainted Metal

When an opponent fails a wound check after being struck by this sword, he may onlyerase a number of flesh wounds equal to the result of his wound check.

11 Razor Edge

When you roll damage with this sword, an automatic dramatic wound is inflicted for

every 10 you roll (up to a maximum equal to the number of kept dice). The 10s do notexplode, and are not counted towards the flesh wound total. These automatic dramaticwounds do not cause flesh wounds to be erased.

Roll Description

0 – 1 The Eager Blade

The sword can instantly leap into its owner’s hand from any distance. If the sword is

presented to another person hilt-first, that person becomes its owner. If its owner iskilled the next person to touch it becomes its new owner.

2 – 3 The Ghostly Blade

Only the sword’s owner may pick it up; to others it appears insubstantial. If the sword is

presented to another person hilt-first, that person becomes its owner. If its owner iskilled the next person to touch it becomes its new owner.

4 – 5 The Grasping Blade

Once per act you may attack anyone you can see, no matter how far away they are. Ifyour target was unaware of you, you receive two free raises to your surprise check.

6 – 7 The Shimmering Blade

Once per act you may make the blade shimmer until the beginning of the next round.While shimmering the sword ignores armour and cover, and cannot be parried.

8 – 9 The Greedy Blade

You may spend an action to cut a hole in the air and reach in, as if you had the PortéPocket knack at rank 3 (but the objects inside never vanish).

10 – 11 The Thirsty Blade

Once per act you can activate the sword’s ability before rolling for damage ; you can thendouble the value of any one damage die.

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Villains and Henchmen only.

For 15 HP, you are undead and receive the following effects:

  You get the Unnerving Countenance (Ugly) advantage for free.

 

The Brawn result on your Wounds checks are multiplied by 2.

  You are immune to exhaustion and poison.

  Successful attacks on you by someone with Faith causes an automatic dramatic wound.

Modifications:

  Bloated (2 HP). When you take dramatic wound, others in melee range make Resolve roll TN 20 or losenext action die.

 

Claws and Fangs (1 HP). Do 1k2 barehanded damage.  Demon Eyes (3 HP). +1 Fear Rating.

  Emaciated (1 HP). Same as Small advantage.

  Headless (1 HP). Cannot taste, smell, or talk. +5 on wound checks.

  Missing Limbs ( 1 HP). -10 on rolls using that limb. Can attach a limb for duration of an act, giving +2 FearRating.

  Revolting ( 2 HP). Unnerving Countenance (Hideous) for free.

 

Skeletal ( 2 HP). +10 to passive defense. All damage done to you is doubled.

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Avalon, Castillian, Eisen, Montaigne, Ussuran, Vendel and Vodacce are the names of the languages spoken intheir respective countries.

Language Notes

Crescent Language spoken in the Crescent Empire.

Cymric Cymric is the native tongue of Avalon before Montaigne invasion; it is rarely spoken now.

Fhideli Used by the Fhideli (gypsies). Written form is very complex. Cost is 4 HP (2 HP for theNaditi)

High Eisen An Eisen language kept by the nobility to talk in front of foreigners.

Inish The native tongue of Inismore. Rarely spoken now.

MA Each island in the Midnight Archipelago has its own language (such as Kanu); Carl nativesspeak Théan.

Naditi Also known as Old Fhideli. Only Fhideli may learn this. There is no written form. Cost is 2HP (Fhideli only)

Teodoran Ancient Ussuran language. Mostly spoken by scholars now.

Théan Language of the old republic. Texts of the Church of the Prophets are written in this.

Note: Fhideli characters speak Fhideli and the language of their host country (usually Ussura) for free.

Modification Ref Effect

Literacy PG 163 The ability to read and write a language you can speak costs 1 HP.

LanguageAcquaintance

PN 98 To be acquainted with a language without speaking it fluently, the cost is theusual cost of the language -2 HP (min 1 HP). When you hear the language, roll1d10: if you roll 8 or less, you can make out what is being said.

Pidgin Languages PN 98 When two languages are used in proximity, a pidgin of the two develops. Thecost of a pidgin is the cost of both languages -3 HP (min 1 HP). When you heareither language, roll 1d10: if you roll 5 or less, you can make out what is being

said.

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Languages Avalon High Avalon Inish Highland Lothian Wandesboro

Avalon 0 0 0 0 0 0

Castillian 2 2 1 3 2 1

Cymric 1 0 0 1 1 2

High Eisen 2 2 4 3 3 4

Eisen 1 1 3 1 1 2

Montaigne 2 1 3 2 2 2

Théan 3 2 4 2 4 2

Teodoran 3 3 4 4 4 5

Ussuran 2 3 2 2 2 2

Vendel 1 1 1 varies 4  1 1

Vodacce 2 2 3 3 2 2

Crescent 3 5 4 4 4 2

MA 3 3 3 3 3 3

The Avalon accent is the default accent for Avalon characters.

Heroes with the Inish accent receive +1k0 to social rolls involving convincing another person.

Heroes with the Lothian accent get +5 to social rolls in Inismore and the Highland Marches, but -5 whendealing with Avalon high society.

Heroes with the Wandesboro accent may not take the Linguist advantage, but they gain 3 HP to spend onLanguage Acquaintance advantages.

4 Heroes with the Highland accent can speak Vendel with a very thick accent for free, or pay 1 HP to speak itwithout an accent.

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Languages Aldana Gallegos Soldano Torres Zepeda

Avalon 2 3 3 1 2

Castillian 0 0 0 0 0*

High Eisen 3 3 4 4 4

Eisen 2 2 3 3 3

Montaigne 1 1 2 0 1

Théan 2 2 2 2 1

Teodoran 4 3 3 4 4

Ussuran 3 2 2 3 3

Vendel 2 3 3 1 2

Vodacce 1 1 0 2 2

Crescent 2 1 1 3 3

MA 2 2 2 2 2

The Aldana accent is the default accent for Castillian characters.

Heroes with the Zepeda accent are literate in Castille for free.

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Languages South North Hanzl Freiburg Republic

Avalon 1 2 2 0 2

Castillian 2 1 3 1 2

High Eisen 1 1 1 2 0

Eisen 0 0 0 0 0

Montaigne 2 2 3 1 3

Théan 3 3 3 2 2

Teodoran 3 3 2 2 3

Ussuran 2 2 1 1 2

Vendel 1 2 2 0 1

Vodacce 2 1 1 1 2

Crescent 3 3 2 2 3

MA 2 2 2 2 2

The South accent is the default accent for Eisen characters. The Republic accent is the accent used in theHeilgrund Königreich.

Heroes with the Freiburg accent roll on the Königreich table for Freiburg, and cannot learn the Linguistadvantage.

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Languages North South West Bascone Dechaine Paix

Avalon 1 2 1 3 1 1

Castillian 2 1 1 2 2 0

High Eisen 2 3 4 4 2 2

Eisen 1 2 3 3 1 1

Montaigne 0 0 0 0 0 0

Théan 1 2 1 3 2 1

Teodoran 5 4 5 5 5 3

Ussuran 4 3 4 4 4 2

Vendel 1 2 1 3 1 1

Vodacce 2 1 1 2 2 0

Crescent 5 4 3 5 4 3

MA 4 4 4 4 4 4

The South accent is the default accent for Montaigne characters.

Heroes with the Bascone accent get literacy in Montaigne and two other languages for free.

Heroes with the Paix accent speak 3HP of languages for free and gain the Dangerous Beauty advantage, butcannot take Linguist and begin with 5 fewer HP.

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Languages Gallenia Molhyna Rurik Somojez Veche

Avalon 3 3 2 3 2

Castillian 2 3 3 3 2

High Eisen 3 3 3 3 3

Eisen 3 2 2 2 3

Montaigne 3 2 3 3 3

Théan 3 4 4 3 3

Teodoran 2 2 1 1 2

Ussuran 0 0 0 0 0

Vendel 2 2 2 2 3

Vodacce 2 2 3 2 2

Crescent 2 2 2 1 2

MA 2 2 2 2 2

The Rurik accent is the default accent for Ussuran characters.

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Languages Aarens Bodils Enhels Handels Jords Lars Stjernas Tillits Vendel

Avalon 2 1 1 1 0 1 2 1 1

Castillian 3 2 3 2 3 2 3 3 2

High Eisen 2 2 1 2 2 2 2 2 2

Eisen 1 1 0 1 1 1 1 2 1

Montaigne 2 1 3 2 2 1 2 2 2

Théan 3 2 4 3 3 2 3 2 3

Teodoran 2 4 2 3 3 3 3 2 3

Ussuran 1 3 1 2 1 3 1 2 2

Vendel 0 0 0 0 0 0 0 0 0

Vodacce 2 2 3 1 3 2 1 2 2

Crescent 3 3 3 4 3 4 3 3 3

MA 3 3 3 3 3 3 3 3 3

The Vendel accent is the default accent for Vendel / Vesten characters.

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Languages Island Teramo Mantua Arenda Cymbr

Avalon 2 3 1 2 3

Castillian 1 1 2 2 2

High Eisen 3 3 4 4 3

Eisen 2 2 3 3 2

Montaigne 1 1 0 1 2

Théan 2 1 2 1 1

Teodoran 4 3 4 4 4

Ussuran 3 2 3 3 3

Vendel 2 3 1 2 2

Vodacce 0 0 0 0 0

Crescent 4 2 3 3 2

MA 4 4 4 4 4

The Island accent is the default accent for Vodacce characters.

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Backgrounds cost 1 HP, 2HP, or 3 HP for rank 1, 2 or 3 respectively. A higher rank indicates a background thathas more serious effects, or that comes up during play more frequently.

Background Ref Description

Acolyte Vows CA 93 You are seeking position in a religious order and must abide by complex andpossibly severe disciplines.

Afyam Addict CJE 71 You are addicted to Afyam, a Cathayan painkiller.

Every day on which you do not take a dose, make a Resolve roll against a TN of 10per rank in this background, plus 5 per day since you took a dose, plus 10 if it wasonly a medicinal dose. Failure means you undergo withdrawal symptoms.

Withdrawal causes all rolls to be Raised by the rank of this background. This effectis cumulative, and lasts until you take another dose. This effect does not apply toyour daily addiction roll, or to Wound checks.

Amnesia PG 166 You cannot remember who you are or how you got here.

AnimalAnimosity

US 93 You angered an important member of an animal species and now all members ofthat species are hostile to you.

Assassin MO 79 A political rival hired an assassin to kill you.

Betrothed VO 91 Your marriage has been arranged by family. You may not even know or have metthe person. You are expected to follow through when the time comes.

Black StoneVeteran RC 70 Rose and Cross only.You killed on behalf of the order and are haunted by the experience. You feelimpure. You may re-roll one Resolve check per session, but the GM may make youre-roll one Panache check per session.

Bloodsworn VV 90 Vesten only.

You have sworn a blood oath to do something. You will succeed or die trying.

Code ofHonor

VO 91 For each point spent on this, pick a rule of honor that you cannot break (you lose adrama die if you do break it); some Vodacce rules are on page VO 91.

Colonial IG 85 You were raised in an island colony, and are regarded as unrefined and ignorant bymainlanders.

ContentiousTheory

IC 81 You discovered something and brought it public. Either the public or the InvisibleCollege were not ready for this and have scorned you or worse. Your idea may ormay not be correct.

Crisis of Faith CP 90

EN 83

You used to be religious but now doubt your beliefs. Do you abandon them orreturn?

Cursed PG 166 You may or may not know the curse, and may or may not accept its inevitability.But something bad happens.

Dead to theWorld

DK 69 You faked your death and are forbidden to let your loved ones and friends know.

Debt PG 166 You owe money. The more points spent, the more money owed or the moreintently they want to collect from you.

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Background Ref Description

Defeated PG 166 You were defeated and live with that shame. You force yourself into situations likeit hoping to live up to what you should have done.

Dispossessed CA 93 Someone has taken away your home and lands and you want them back. Amountspent on this indicates size/value of lands and strength of those holding them. Youlose 1/2 of your monthly income to personal upkeep until this is resolved.

DracheneisenHeir

EN 83 Eisen Noble only.

You are next in line to receive a Dracheneisen item from a relative. You get XP forthis background whenever that relative figures into a story. When get XP equal to 3times the item's cost, you get the item.

DragonDreams

CJE 72 In your dreams, a dragon brings you a prophetic message. The more ranks youhave in this background, the more important the message is.

El Vago LV 82 Los Vagos only.

You have worn the mask of El Vago. This makes you a wanted person.

Escaped fromTiakhar

CJE 72 You were a slave in Tiakhar, but you managed to escape. The more ranks you havein this background, the more powerful are your former masters, and the moreupset they will be if they run into you again.

Exiled PN 97

WB 105

You are forbidden to return home. If you go, you could be executed.

Fascination IG 85 You led a sheltered existence as a youth, and when you met strangers you becamefascinated by something about them (such as perfume or an accent).

Fear PG 167 You are terrified of something. You lose a number of actions each round equal tothe HP cost or must spend them defending yourself from your fear.

Gadjo US 93 Non-Fhideli only.

The Fhideli have an unfavorable opinion of you due to something you did.

HatedRelative

VV 90 Vendel / Vesten only.

You have a relative who stands on the other side of the Vendel / Vesten schism.You are feuding with this person.

HeirloomRelic

CP 91 You have a holy relic and are charged with protecting it.

HereticalRelation

CP 91 Someone in your family, living or dead, belongs to a faith you consider heretical.Points spent indicate how well known their actions are, or how strongly they affectyou.

Hunted PG 167 Someone wants you. The more points spent, the more intently they are huntingyou.

Hunting PG 167 You lost something or someone you must get back. The more points spent, themore important it is or the more dangerous it will be to recover.

Huo QiangTalisman

CJE 72 A long-dead relative was one of the 64 sorcerers who created the Wall of Fire, butyou do not know the location of the talisman. The more points you put into thisbackground, the more directly related you are to this person.

InfamousTeacher

SG 83 You learned your sword school by studying under an infamous teacher. Thatteacher’s reputation and enemies make your life difficult. 

InquisitionInformant CP 91 You have turned someone you know over to the Inquisition. Points spent indicatehow close to you they were, or how many people you handed over.

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Background Ref Description

Invention IC 81 Invisible College only.

You invented something. You think it would improve life for people so you want topublicize it, but it may make you hunted by the inquisition. You struggle with thischoice.

Loan VV 90 You have made a loan to someone who disappeared with the money. You want itback.

Lorenzo VO 91 Vodacce only.

Your lineage traces back to the brutal Lorenzo family. You need to keep this secretor face dishonor and possibly death.

Lost Love PG 167 Your love left you for a hated enemy, who now wants to ruin you.

Lost Relative PN 97

WB 105

A close relative disappeared or was kidnapped. You dedicated your life to findingthem.

Memlo US 93 Fhideli only.

Your people consider you unclean for something that happened to you. It could beyour fault or something a Gadjo did.

MistakenIdentity

PG 167 They are convinced you are someone you are not or that you know something youdo not.

Mole RI 88 Rilasciare only.

You belong to another organization and spy on it for the Rilasciare.

Moment ofAwe

PN 97

WB 106

You saw something so incredible that you've dedicated your life to finding it again.A woman, the 7th Sea, an uncharted island, … 

Nemesis PG 167 Someone out there hates you and wants to ruin your life (not simply kill you).

Obligation PG 168 You owe somebody something and must repay the favor.

On theStreets

FR 93 You have no home and must pay for your living expenses (unlike other heroes).

Orphaned EN 83 Separated from your family. You won't rest until you find out what happened.

Ousted KM 67 You used to be a member of an organization, but your membership has now beenrevoked. You cannot regain membership while you have this background.

PastPosession

SD 86 Sophia's Daughters only.

You have been possessed by a Sidhe spirit to do a service.

Predecessor KM 67 Requires membership in an organization.

You are following in the footsteps of an older relative who was also a member ofthis organization, and you keep getting caught up with your predecessor’s

reputation and enemies.

Pressed IntoService

PN 98

WB 106

You are currently serving someone unwillingly and are waiting for a chance toescape.

Probation KM 67 Requires membership in an organization.

Your membership in this organization is at risk due to some misdeed on your part.Other members of the organization are keeping a close eye on you, and the

slightest mistake could cause you to lose your membership.

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Background Ref Description

Qatihl’i

TargetCE 72 You have provoked the wrath of the Qatihl’i. 

Ridiculed MO 79 A person in court has made a career out of ridiculing you. Points spent make himwittier and more powerful.

Rivalry PG 168 Someone else wants something you want. It may be a friend or an acquaintance,but you both want it really badly.

Romance PG 168 You have won the hand of a lover, but they need your help, assistance, time, tohave rivals scared off, and so on.

SectAdvesary

RI 88 Rilasciare only.

A fellow Rilasciare doesn't like you and while he won't attack you, he'll snipe at youand discredit you.

Sidhe Lover AV 94 You have a romance with a Sidhe, but must keep it secret. Also, your lover may putrestrictions on you.

Traditions WEB You will follow the tradition of offering food, shelter and friendship to the strangestof wanderers. The number of points you invest determines how far you are willingto go along with the Old Ways.

Traitor CA 93 You had a moment of weakness and betrayed someone. You're trying to keep thishidden, but someone may blackmail you or find out. You start with +500 g.

Trance SD 85 Scry sorcerers only.

You sometimes fall into epileptic fits whereby you see strange visions of Sidhe.These can be unpleasant.

TreasureMap

PN 98

WB 106

You have a map to something great. Points spent make it better and moredangerous to acquire.

True Identity PG 168 You did something in the past you want to hide and took on a new identity. Youmust strive to keep that old identity hidden.

Unsanctioned SG 83 You learned a sword school without permission and members of the school willresent you and even attack you if you use it. If your school would grantSwordsman’s Guild membership, you instead get one free rank in a school knack. 

VaticineRelative

LV 82 Los Vagos only.

Someone very close to you is a member of the Vaticine church and they will bevulnerable if you are discovered and they may betray you.

Vendetta PG 168 There is someone you hate so much you want to make them suffer, even if it hurts

you on the way.

Vow PG 168 You have made a promise you won't break, even if it costs your life.

WaisenDependent

EN 83 A relative or lover suffers from the Eisen Waisen which makes them hard to carefor.

Wanted PN 98

WB 106

There is a price on your head.

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Skill Ref Basic Knacks Advanced Knacks

Archer PG 151 Attack (bow), Fletcher Horse Archery, Snapshot (bow), TrickShooting (bow)

Athlete PG 152 Climbing, Footwork, Sprinting,Throwing

Break Fall, Leaping, Lifting, Long DistanceRunning, Pole Vault, Rolling, Side-step,Swimming, Swinging

Blowpipe CJE 91 Attack (blowpipe), Fletcher (darts) Trick Shooting (blowpipe), Poison

Bodyguard SH 93 Interpose, Shadowing, Unobtrusive Ambush, Cold Read, Conceal, Menace

Buckler PG 152 Parry (buckler) Attack (buckler)

Captain PN 99

WB 106

Strategy, Tactics Ambush, Bribery, Cartography, Diplomacy,Gunnery, Incitation, Leadership, Logistics

Chain CJE 90 Attack (chain) Bind (chain), Entangle (chain)

Cloak CA 95 Parry (cloak) Entangle

Commander PG 153 Strategy, Tactics Ambush, Artillery, Cartography, Diplomacy,Gunnery, Incitation, Leadership, Logistics,Rocketry

Crossbow PG 153 Attack (crossbow), Fletcher Reload (crossbow), Reload (chu-ko-nu)

Dirty Fighting PG 154 Attack (dirty fighting) Attack (improvised weapon), Eye-gouge,Kick, Parry (improvised weapon), ThroatStrike, Throw (improvised weapon)

Exotic ThrownWeapons

CJE 91 Throw (exotic thrown weapon) Trick Throwing

Exotic PairedWeapons

CJE 91 Attack (exotic paired weapon),Parry (exotic paired weapon)

Double Parry (exotic paired weapon)

Fencing PG 154 Attack (fencing), Parry (fencing) Cavalry Attack

Firearms PG 155 Attack (firearms) Reload (firearms)

Hard Martial

Arts

CJE 88 Attack (hard martial arts), Balance,

Block (hard martial arts), Footwork,Jab

Break Fall, Corps-a-corps, Kick, Knife Hand,

Leaping, Throat Strike

HeavyWeapon

PG 155 Attack (heavy weapon), Parry(heavy weapon)

Hand Axe US 96 Attack (hand axe), Parry (hand axe) Throw (hand axe)

Knife PG 155 Attack (knife), Parry (knife) Throw (knife)

Panzerhand PG 156 Attack (panzerhand), Parry(panzerhand)

Uppercut

Polearm PG 156 Attack (polearm), Parry (polearm) Set Defense, Throw (spear)

Pugilism PG 156 Attack (pugilism), Footwork, Jab Ear Clap, Uppercut

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Skill Ref Basic Knacks Advanced Knacks

Acrobat US 93 Balance, Footwork Balancing, Break Fall, Circus, Contortion,Juggling, Leaping, Lifting, Rolling, Stunt,Swinging

Archaeologist AH 60 Occult, Research, Society Lore(Explorer's)

Artifact Evaluation, Syrneth Lore, Trap Lore

Arson RI 82 Mathematics, Street Navigation Architecture, Cartography, Conceal,Natural Philosophy

Alchemy SD 84 Research Natural Philosophy, Occult, Poison

Artist PG 133 Note: Start at rank 2 in one knack.

Composer, Drawing, Musician(instrument), Sculpting, Singing,Writing

Bard AV 95 Etiquette, History, Oratory, Singing Diplomacy, Herb Lore, Riddles, Sidhe Lore

Bomb-making RI 83 Blacksmith, Cooper, Mathematics Fuses, Natural Philosophy, Poison

Cao Yao(Healer)

CJE 80 Diagnosis, First Aid, Masseur Acupuncture, Compounds, Quack

Courtesan VO 92 Note: This skill is for Vodacce

women only. Start at rank 1 in 3knacks.

Acting, Dancing, Etiquette, Fashion,Jenny, Masseur, Unobtrusive

Cold Read, Conceal, Gossip, Mooch,

Poison, Politics, Seduction, Sincerity

Courtier PG 133 Dancing, Etiquette, Fashion,Oratory

Diplomacy, Gaming, Gossip, Lip Reading,Memorizing, Mooch, Politics, Scheming,Seduction, Sincerity

Criminal PG 134

CM 6

Gambling, Shadowing, Stealth Ambush, Cheating, Lockpicking,Pickpocket, Prestidigitation, Quack,Scrounging

Doctor PG 135CM 6

Diagnosis, First Aid Dentist, Examiner, Quack, Surgery,Veterinarian

Engineer CA 93 Architecture, Drafting,Mathematics

Accounting, Cannonsmithing, NaturalPhilosophy

Falconer US 94 Bird Handling Animal Training

Fence RI 84 Appraising, Socializing Haggling, Shopping, Underworld Lore

Feng Shui Shi(Geomancer)

CJE 78 Chanting, Gardener, InteriorDesign, Oratory, Philosophy

Astronomy, Cartography, Geomancy,Meditation, Occult, Theology

Forger RI 85 Calligrapher, Forgery, Paper Maker,

Research

Conceal, Cryptography

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Skill Ref Basic Knacks Advanced Knacks

FortuneTelling

US 94 Oratory, Palm Reading Bones, Card Reading, Cold Read, I Ching,Haggling, Occult, Omens, Other Divination(specify )

Guide VO 93 Note: Start at rank 1 in 3 knacks

(Street Navigation must be one of

them).

Climbing, Ride, Stealth, StreetNavigation, Survival, Tracking, TrailSigns.

Ambush, Cartography, Direction Sense,Navigation, Swimming.

Gwai Liao(Beaurocrat)

CJE 79 Etiquette, Fashion, Mathematics,Oratory, Research, Writing

Accounting, Diplomacy, Law, Politics,Scheming, Sincerity

Herbalist SD 85 Cooking, Diagnosis, First Aid, Flora Compounds, Poison, Quack

Hunter PG 136 Note: Start at rank 1 in 3 knacks.

Fishing, Skinning, Stealth, Survival,Tracking, Trail Signs, Traps

Ambush, Animal Training

MedicineMan

IG 79 Diagnosis, First Aid, Flora, ReligiousLore (own religion)

Compounds, Quack, Storytelling

Merchant PG 137

PN 100

VO 94

VV 93

Note: Start at rank 2 in one knack.

Apothecary, Baker, Barber,Blacksmith, Brewer, Butcher,Calligrapher, Carpenter, Ceramics,Chandler, Cobbler, Confectioner,Cooking, Cooper, Distiller, Dyeing,Embalmer, Fireworks, Fletcher,

Florist, Furrier, Gardener,Glassblower, Gunsmith, Hatter,Innkeeper, Jenny, Jeweler,Kitemaker, Mason, Masseur, Miller,Paper Maker, Perfumer, Potter,Printer, Sail Maker, Scribe,Seamstress, Shipwright, Spinner,Steward, Tailor, Vintner, Weaver,Wigmaker

Accounting, Appraising, Architecture,Bartending, Haggling, Tinker

Missionary CP 86 Note: Cannot also have Monk or

Priest.

Oratory, Philosophy, Survival

Cold Read, Diplomacy, Theology

Monk CP 87 Note: Cannot also have Missionary

or Priest.

Calligraphy, Menial Tasks,Philosophy, Writing

Compounds, Seneschal, Theology

Performer PG 139

US 94

US 96

Acting, Dancing, Oratory, Singing Animal Training, Circus, Cold Read,Disguise, Juggling, Memorizing,Prestidigitation, Sher Da Shi (snakecharmer), Shill, Storytelling

Politician MR 119 Etiquette, Oratory, Socializing Diplomacy, Incitation, Politics, Rabble-

rousing, Scheming, Sincerity

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Skill Ref Basic Knacks Advanced Knacks

Priest CA 94

CP 85

Note: Cannot also have Missionary

or Monk.

Oratory, Philosophy, Religious Lore(own religion), Writing

Diplomacy, Mooch, Theology

Professor IC 80 Oratory, Research, Writing Law, Mooch, Natural Philosophy, Occult,Politics, Theology, Tinker

Rahib (Priest) CE 73 Calligraphy, Chanting, History,Menial Tasks, Philosophy,Unobtrusive, Writing

Diplomacy, Mooch, Occult, Scrounging,Storytelling, Theology

RiverboatPilot

EN 83 Balance, Knotwork, Rigging, RiverNavigation

Ambush, Bribery, Cartography, Diplomacy,Pilot, Swimming, Weather

Sailor PG 140 Balance, Climbing, Knotwork,Rigging

Cartography, Leaping, Navigation, Pilot,Sea Lore, Swimming, Weather

Scholar PG 141CE 74

History, Mathematics, Philosophy,Research

Astronomy, Calculus, Law, NaturalPhilosophy, Occult, Theology

Servant PG 142 Etiquette, Fashion, Menial Tasks,Unobtrusive

Accounting, Drive Carriage, Drive Sleigh,Gossip, Haggling, Seneschal, Valet

Shirbaz(Magician)

CE 72 Etiquette, Fashion, Oratory Cold Read, Pickpocket, Prestidigitation,Sincerity

Skald VV 90 This skill is for Vesten only.

History, Oratory, Singing, Writing

Diplomacy, Incitation, Riddles, Rune Lore,Storytelling, Theology

Spy PG 143

US 96

Shadowing, Stealth Bribery, Conceal, Cryptography, Disguise,

Forgery, Hand Signs, Interrogation, LipReading, Memorizing, Poison, Sincerity

Streetwise PG 144 Socializing, Street Navigation Scrounging, Shopping, Underworld Lore

Teacher SG 83 Oratory, Research, Writing Cold Read, Incitation, Leadership,Storytelling, Training

Urchin EN 84 Stealth, Street Navigation, Survival Conceal, Pickpocket, Scrounging, Sincerity

Whaler PN 100

VV 91

WB 107

Balance, Knotwork, Throw(harpoon)

Leaping, Poison, Sea Lore, Swimming,Weather

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Knack Skill / School Description

Accounting Engineer; Gwai Liao; Merchant;Servant

Acting Courtesan; Performer

Acupuncture Cao Yao Use this knack to remove penalties from a patient.

Roll Wits + Accupuncture; the TN is 15 + 5 for everydie of penalty or +5 to TN the patient suffers. Successremoves one penalty die, or one +5 to TN, plus oneper raise.

This knack can only be performed on a patient onceper Act.

Ambush Bodyguard; Captain; Commander;Criminal; Guide; Hunter; Larsen;Riverboat Pilot; Sentry; Waylay

You know how to plan or spot an ambush.

Animal Training Falconer; Hunter; Performer;Rider

Apothecary Merchant

Appraising Fence; Merchant

Arc Chima Gongjian Shou;Goodfellow; Höpken Your ranged weapon range is increased by 5 yards foreach rank in this knack.

Architecture Arson; Engineer; Merchant

ArtifactEvaluation

Archaeologist

Artillery Commander This is the attack knack used for cannons (unless theyare on a ship, in which case Gunnery is used).

Astronomy Feng Shui Shi; Scholar

Attack (weapon) Blowpipe; Archer; Buckler; Chain;Crossbow; Dirty Fighting; Exotic

Paired Weapons; Fencing;Firearms; Hand Axe; Hard MartialArts; Heavy Weapon; DirtyFighting; Kjemper; Knife;Panzerhand; Polearm; Pugilism;Shield; Sling; Staff; The Friars; TheSwords of Solomon; Whip

This knack must be bought separately for eachweapon type.

Baker Merchant

Balance Acrobat; Hard Martial Arts;Riverboat Pilot; Sailor; Soft MartialArts; Whaler

Balancing Acrobat Used for balancing objects such as spinning plates.

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Knack Skill / School Description

Calligrapher Forger; Merchant; Monk; Rahib

Camouflage Waylay

Cannonsmithing Engineer

Card Reading Fortune Telling

Carpenter Merchant

Cartography Arson; Captain; Commander; FengShui Shi; Guide; Riverboat Pilot;Sailor

Cavalry Attack Fencing; Gustavo; Shaktishaalee Use this knack to attack when you are attacking fromhorseback.

Ceramics Merchant

Chandler Merchant

Chanting Feng Shui Shi; Rahib

Charge Buslayevich; Chima GongjianShou; Gustavo; Posen;Shaktishaalee

Before phase 1 of the first round of combat, you maylower one action die by your rank in this knack.

Cheating Criminal

Circus Acrobat; Performer

Claw Hand Ying Sun Wo Roll Finesse + Claw Hand against opponent’s TN to be

hit +10. Damage is as a normal barehanded attack,but he loses his next action this round.

Climbing Athlete; Guide; Sailor

Cobbler Merchant

Cold Read Bodyguard; Courtesan; FortuneTelling; Missionary; Performer;Shirbaz; Teacher

Composer Artist

Compounds Cao Yao; Herbalist; Medicine Man;Monk

Conceal Arson; Bodyguard; Courtesan;Forger; Necare; Spy; Swanson;Urchin

Confectioner Merchant

Contortion Acrobat

Cooking Herbalist; Merchant

Cooper Bomb-making; Merchant

Corps-a-corps Bernoulli; El Punal Occulto;Finnegan; Hard Martial Arts; Jasni;Kjemper; Leegstra; Lucani;Necare; Peecke; Rogers; Shan Dian

Dao Te; Shield Man; The Friars;Tout Pres; Vipera ex Morsi

Attack using this knack. If successful, opponent takes(Brawn)k1 damage and is now prone.

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Knack Skill / School Description

Etiquette Bard; Courtesan; Courtier; GwaiLiao; Politician; Sentry; Servant;Shirbaz

Examiner Doctor

ExploitWeakness

All Schools You gain your rank in this knack as extra unkept dicefor all attack and active defense rolls against anopponent of the type you know the weakness for.

Eye-gouge Dirty Fighting; Ying Sun Wo Attack using this knack (you must have an emptyhand). Success inflicts normal barehanded damageand delays the target’s next action die by one phase,plus one per raise. If the action is delayed past theend of the round it is lost.

Fashion Courtesan; Courtier; Gwai Liao;Servant; Shirbaz

Feint Aldana; Ambrogia; Andews; ChinTe; Desaix; Faileas; Gallegos; HuaShao Ren Te; Larsen; Peecke;Quinn; Robertson; Sersemlik; ShanDian Dao Te; Snedig; Urostifter;Valroux; Villanova; Yael

Attack using this knack, and take a number of raisesequal to the defender's Wits. If you do, they cannotuse an active defense.

Fireworks Merchant

First Aid Cao Yao; Doctor; Herbalist;Medicine Man

Use this knack to heal flesh wounds.

Roll Wits + First Aid; the TN is the number of fleshwounds suffered. Success eliminates all current flesh

wounds. Using this knack on yourself requires a raise.This knack canonly be used on a patient once perScene.

Fishing Hunter

Fletcher Archer; Blowpipe; Crossbow;Merchant

Flora Herbalist; Medicine Man

Florist Merchant

Footwork Acrobat; Athlete; Hard Martial

Arts; Pugilism; Soft Martial ArtsForgery Forger; Spy

Fortitude Dobrynya You add your rank in this knack to your wounds checkrolls.

Furrier Merchant

Fuses Bomb-making For every rank you have in this knack, you can add orsubtract one phase to the burn time of a fuse.

Gambling Criminal

Gaming Courtier

Gardener Feng Shui Shi; Merchant

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Knack Skill / School Description

Geomancy Feng Shui Shi

Glassblower Merchant

Gossip Courtesan; Courtier; Servant

Grapple Soft Martial Arts; Wrestling Attack using this knack; if successful, your opponentis grappled.

While grappled, your opponent may attempt to breakyour hold, make a Head Butt attack on you, orperform an action that requires little to nomovement.

To break your hold, your opponent must spend anaction to make a contested Brawn + Grapple roll.

You may spend actions to improve your hold; eachaction gives you one free raise when your opponent

tries to break your hold.Gunnery Captain; Commander This is the attack knack used for cannons aboard a

ship.

Gunsmith Merchant

Haggling Fence; Fortune Telling; Merchant;Servant

Hand Signs Sentry; Spy

Hatter Merchant

Haymaker Staff Use this knack to attack. A successful hit does +2k0

damage.For this phase, your TN to be hit drops to 5 and youmay use no Active Defences.

Head Butt Wrestling Can only be used when grappling or being grappled.

Attack with this knack; if successful, damage is 3k1 onopponent and 1k1 on you (plus Brawn on both).

If your opponent is the grappler and takes a DW, thehold is broken.

Herb Lore Bard

History Bard; Rahib; Scholar; SkaldHook Loring You add your rank in this knack to damage done with

a panzerhand.

Horse Archery Archer; Buslayevich; ChimaGongjian Shou; Vahiy

This knack is used instead of Attack (Bow) when onhorseback.

I Ching Fortune Telling

Incitation Captain; Commander; Politician;Skald; Teacher

Innkeeper Merchant

Interior Design Feng Shui Shi

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Knack Skill / School Description

Interpose Bodyguard Use to protect someone else.

Your TN to be hit is reduced by 10 (min 5); client canuse your rank in this as their passive defence.

As an active defence, you take the damage; if youtake a DW you gain a DD.

Interrogation Spy

Jab Hard Martial Arts; Pugilism Make two attack rolls against your target, using thisas the attack knack. The TN to hit is raised by 10 forboth attacks.

Jenny Courtesan; Merchant

Jeweler Merchant

Joint Lock Soft Martial Arts Use this knack to attack; your opponent’s TN to be hit

is modified by the raises required for a called shot to

the area you are trying to lock (see below).

If successful, your opponent is held. This is similar tothe rules for the Grapple knack, except:

  Your opponent cannot attempt a Head Buttattack.

  To break free your opponent must take an actionto make a contested Finesse + Grapple or Finesse+ Joint Lock roll against your Finesse + Joint Lock.

  If your opponent tries to break the joint lock, hetakes damage whether or not he succeeds ingetting free (see below). To avoid taking this

damage he must take the same number of raisesyou had to make to apply the joint lock.

The raises and damage associated with various jointsare:

  Finger (1 raise; 0k2 damage)

  Wrist, ankle (2 raises, 1k2 damage)

  Elbow, knee ( 3 raises, 3k2 damage)

  Shoulder (4 raises, 4k2 damage)

Juggling Acrobat; Performer

Kick Dirty Fighting; Hard Martial Arts;

Ki Kwanji; Nahgem; Tie Xiong Kung

0k2 damage.

Kite Maker Merchant

Knife Hand Hard Martial Arts; Tie Xiong Kung Roll Finesse + Knife Hand; TN to hit is raised by 15. Ifyou hit, you do damage as a normal unarmed attack.If your opponent fails his Wound Check, he takes oneDW, plus an additional DW for every 10 points hefailed the check by, up to a maximum number equalto your Finesse.

Knotwork Riverboat Pilot; Sailor; Whaler

Lance Posen Attack using this knack instead of Attack (Polearm)

when on horseback.

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Knack Skill / School Description

Land on Target Waylay

Law Gwai Liao; Professor; Scholar

Leadership Captain; Commander; Teacher

Leaping Acrobat; Athlete; Hard MartialArts; Sailor; Soft Martial Arts;Whaler; Wu Tsain; Zheng Yi Quan

Lie in Wait Waylay

Lifting Acrobat; Athlete

Lip Reading Courtier; Spy

Lockpicking Criminal

Logistics Captain; Commander

Long DistanceRunning

Athlete

Lunge Andews; Bernoulli; Bogatyr;Daphan; Desaix; Drexel; Fadh-Righ; Halfdansson; Hua Shao RenTe; Leegstra; MacDonald; Marikk;Qor’qunq; Quinn; Rois et Reines;Snedig; Vipera ex Morsi

Use this knack to attack; for the rest of the phaseyour TN to be hit is 5 and you may not use any activedefences.

If the attack is successful you do +2k0 damage.

Mason Merchant

Masseur Cao Yao; Courtesan; Merchant

Mathematics Arson; Bomb-making; Engineer;Gwai Liao; Scholar

Meditation Feng Shui Shi; Soft Martial Arts You may use this knack to resist Repartee actionsmade against you.

Memorizing Courtier; Performer; Spy

Menace Bodyguard; Sentry Can Intimidate with Resolve + Menace.

Menial Tasks Monk; Rahib; Servant

Miller Merchant

Missile Defence Zheng Yi Quan You can use this as your defence knack againstthrown weapons, arrows, stones from slings andcrossbow bolts, but not against melee attacks,firearms or cannons.

If you use this for an AD, you may make two raises inorder to catch the missile. If you succeed, you gain aDD which is lost at the end of the round.

Mooch Courtesan; Courtier; Priest;Professor; Rahib

Mounting Rider

Musician(instrument )

Artist

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Knack Skill / School Description

NaturalPhilosophy

Alchemy; Arson; Bomb-making;Engineer; Professor; Scholar

Navigation Guide; Sailor

Occult Alchemy; Archaeologist; Feng ShuiShi; Fortune Telling; Professor;Rahib; Scholar

Omens Fortune Telling

Oratory Bard; Courtier; Feng Shui Shi;Fortune Telling; Gwai Liao;Missionary; Performer; Politician;Priest; Professor; Shirbaz; Skald;Teacher

Orders (tactic) Steil; Unabwendbar; Vahiy Add your rank in this knack times your mastery level(1=Apprentice, 2=Journeyman, 3=Master) to your

Strategy roll when using the appropriate tactic in around of battle.

Tactics are:

  Advance

  Charge

 

Envelop

  Flank

  Hold Ground

  Regroup

  Scout

  Set vs. Charge

  Trim Line

  Withdraw

Other Divination(specify )

Fortune Telling Choose another form of fortune telling.

Palm Reading Fortune Telling

Paper Maker Forger; Merchant

Parry (weapon) Buckler; Cloak; Dirty Fighting;Exotic Paired Weapons; Fencing;Hand Axe; Heavy Weapon; Knife;Larsen; Panzerhand; Polearm;Shield; Staff

This knack must be bought separately for eachweapon type.

May use half ranks in Parry (buckler) (round down) in

place of Parry (shield), and vice-versa.

Perfumer Merchant

Philosophy Feng Shui Shi; Missionary; Monk;Priest; Rahib; Scholar

Pickpocket Criminal; Shirbaz; Urchin

Pilot Riverboat Pilot; Sailor

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Knack Skill / School Description

Pin Cappuntina Attack using this knack at -10 to hit a person wearingcloth clothing. If you hit, your opponent's arm ispinned and he drops whatever he was holding in hishand. It takes one action for that person to free

himself.Poison Alchemy; Blowpipe; Bomb-

making; Courtesan; Herbalist;Necare; Qor’qunq; Spy; Whaler

You know how much poison to use and how tohandle it safely.

Pole Vault Athlete; Nahgem Roll Brawn + Pole Vault, TN 15; add your height (plus1 ft per raise) to height of jump, or twice height (plus2 ft per raise) to length of jump. The pole must be atleast as tall as you.

Politics Courtesan; Courtier; Gwai Liao;Politician; Professor

Pommel Strike Ambrogia; Bogatyr; Daphan;Drexel; El Punal Occulto;Halfdansson; Lucani; MacDonald;Rasmussen; Rois et Reines;Swanson

Attack using this knack. If you hit, opponent takes(Brawn)k2 damage and opponent is TN=5 for thisphase and the next phase.

Potter Merchant

Power Block Tie Xiong Kung Cannot be used as PD, but can be used as AD againsta barehanded attack.

If you take a raise, you inflict 1k1 wounds on yourattacker. You may make additional raises for damage,but you may not make a called shot.

Prestidigitation Criminal; Performer; Shirbaz

Printer Merchant

Quack Cao Yao; Criminal; Doctor;Herbalist; Medicine Man

Rabble-Rousing Politician

Reflection Faileas Each time an opponent uses a Swordsman Knackagainst you, you can make a Wits + Reflection checkagainst a TN equal to his rank in the knack x5. Onsuccess, you gain one rank in the knack for the

remainder of the Scene. The maximum number ofranks you can gain in a knack in this way is your rankin this knack or your opponent’s  rank in the knack,whichever is lower.

This only applies to one knack against one opponent,and can only be used against an opponent wieldingthe same type of weapon.

Religious Lore Medicine Man; Priest

Reload (weapon) Crossbow; Firearms; Höpken;Rasmussen

Your weapon reload time is decreased by 2 Actionsfor each rank in this knack.

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Knack Skill / School Description

Research Alchemy; Archaeologist; Forger;Gwai Liao; Professor; Scholar;Teacher

Riddles Bard; Skald

Ride (animal ) Rider; Rider; Guide

Rigging Riverboat Pilot; Sailor

Riposte Aldana ; Ambrogia; Andews;Boucher; Donovan;Durchsetzungburg; Gallegos;Mortis; Shield Man

Active parry defense using rank N (where N = 1/2your parry, rounded down). If successful, make anattack that does not cost an action with rank M(where M = 1/2 your attack, rounded down). Yourrank in Riposte can be divided and added to M and Nas you choose.

River Navigation Riverboat Pilot

Rocketry Commander Use as attack knack for rockets.

Rolling Acrobat; Athlete

Rune Lore Skald

Sail Maker Merchant

Scheming Courtier; Gwai Liao; Politician

Scribe Merchant

Scrounging Criminal; Rahib; Streetwise;Urchin

Sculpting Artist

Sea Lore Sailor; Whaler

Seamstress Merchant;

Seduction Courtesan; Courtier

Seneschal Monk; Servant

Set Defense Polearm

Set Traps Waylay

Shadowing Bodyguard; Criminal; Spy; Waylay

Sher Da Shi Performer Cathayan snake charmer.

Shill Performer

Shipwright Merchant

Shopping Fence; Streetwise

Side-step Athlete; Soft Martial Arts; Torres When you succeed at an Active Defense, you maylower your next action die by your rank in this knack(but not lower than the current phase).

Sidhe Lore Bard

Sincerity Courtesan; Courtier; Gwai Liao;

Shirbaz; Spy; Urchin

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Knack Skill / School Description

Singing Artist; Bard; Performer; Skald

Skinning Hunter

Snap Kick Ki Kwanji; Zheng Yi Quan When you are attacked you may use a held or current

action (not an interrupt action) to perform a snapkick. Roll Wits + Snap Kick as an attack; if you hit youdeal 2k2 wounds (do not add your Brawn) and hisattack is cancelled. You may take raises for damageor make a called shot.

Snapshot(weapon)

Archer; Sling When you use this as your attack knack, you mayreload and fire with a single action, but the TN to hitis raised by 10.

This knack cannot be used on horseback.

Snatch and Grab Waylay

Socializing Fence; Politician; StreetwiseSociety Lore Archaeologist Knowledge of Explorer’s Society. 

Spinner Merchant

Sprinting Athlete

Stand Watch Sentry Use to resist moving or distractions.Also use for noticing someone sneaking past yourstation.

Stealth Criminal; Guide; Hunter; Spy;Urchin

Steward MerchantStop-thrust Villanova When you are attacked, you may use a held or

current action (but not an interrupt action) tocounter-attack using Wits+Stop-thrust. If you hit, youdeal 3k2 wounds, and if this causes a dramatic woundthen the attack they were making on you is cancelled.

Storytelling Medicine Man; Performer; Rahib;Skald; Teacher

Strategy Captain; Commander This knack is used for formulating battle plans andtroop movements on a large scale.

StreetNavigation

Arson; Guide; Streetwise; Urchin

Stunt Acrobat

Surgery Doctor Use this knack to heal dramatic wounds.

Roll Wits + Surgery; the TN is 10 x the number of DW(or 5 x DW if a successful Diagnosis roll was made).

Success heals one DW, plus one for every two raises.

This knack can only be used on a patient once perAct.

Survival Guide; Hunter; Missionary; Urchin

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Knack Skill / School Description

Swimming Athlete; Guide; Riverboat Pilot;Sailor; Whaler

Swinging Acrobat; Athlete

Syrneth Lore Archaeologist

Tactics Captain; Commander This knack is used for commanding small groups.

Tagging Aldana ; Durchsetzungburg; Fadh-Righ; Gallegos; Goodfellow; HuaShao Ren Te; Sersemlik; Soldano;Torres; Tout Pres; Valroux; WuTsain; Zepeda

Attack using this knack. If you hit, do no damage, butget a drama die usable before the end of this battleor opponent loses a drama die until the end of thecombat.

Tailor Merchant

Theology Feng Shui Shi; Missionary; Monk;Priest; Professor; Rahib; Scholar;

Skald

Throat Strike Dirty Fighting; Hard Martial Arts;Qor’qunq; Ying Sun Wo

Attack using this knack. The TN to hit is raised by 15,but success inflicts an automatic DW (do not roll fordamage).

Throw (weapon) Bogatyr; Cappuntina; DirtyFighting; Exotic Thrown Weapons;Hand Axe; Knife; Mortis; Nahgem;Polearm; Siggursdottir; Whaler

This knack must be bought separately for eachweapon type.

The range for a thrown weapon is 5 + (2 x Brawn)yards, or as shown for the weapon.

Throwing Athlete May not be used to attack.

Throws Soft Martial Arts You may release someone from a Grapple by

throwing them.

Make a Finesse + Throws roll against a TN equal to 10plus 5 times your opponent’s Brawn. If you fail your

opponent is simply released; if you are successfulyour opponent is thrown a number of yards equal toyour Brawn (+1 yard if opponent is Small; -1 yard ifopponent is Large), taking damage as if falling adistance equal to 5 times your Brawn, and landingprone.

You may increase the distance thrown by one yardper raise.

You may throw your opponent into an object bytaking raises:

  A large object (such as a wall or table) requiresone raise.

 

Throwing your opponent into another personraises the TN by that person’s TN to be hit. 

Tinker Merchant; Professor

Tracking Guide; Hunter

Trail Signs Guide; Hunter

Training Teacher

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Knack Skill / School Description

Trap Lore Archaeologist

Traps Hunter

Trick Riding Buslayevich; Gustavo;Rider You can stand while riding (TN=10), do handstands on

horseback (TN=20), hang off one side of the horse forcover (TN=20), or do flashy tricks.

Trick Shooting Archer; Blowpipe; Cappuntina;Höpken; Rasmussen; Sling

For each rank in this knack, lower penalties (such asrange, cover, or called shots) on the ranged attack by5 (to a minimum of 0). Will not lower the value belowthe base TN.

Trick Throwing Exotic Thrown Weapons Same as Trick Shooting

Underworld Lore Fence; Streetwise

Unobtrusive Bodyguard; Courtesan; Rahib;Sentry; Servant

Uppercut Ki Kwanji; Panzerhand; Pugilism Use this knack to attack; for the rest of the phaseyour TN to be hit is 5 and you may not use any activedefences.

If the attack is successful you do +2k0 damage.

Valet Servant

Veterinarian Doctor

Vintner Merchant

Wall of Steel Bonita; Durchsetzungburg;Faileas; Kjemper

If you have not attacked yet this round, then eachrank in this knack increases your passive defense TN

by 2 if you are using the appropriate Parry knack todetermine your passive defense.

Weather Riverboat Pilot; Sailor; Whaler

Weaver Merchant

Whirl Chin Te; Marikk; Sersemlik;Shaktishaalee; Siggursdottir;Soldano

You get +(2*Whirl   rank) to hit brutes, which iseffective for attacks on multiple brutes.

Wigmaker Merchant

Writing Artist; Gwai Liao; Monk; Priest;Professor; Rahib; Skald; Teacher

Yield Soft Martial Arts This knack can be used as an active defence againstmelee attacks (but not as a passive defence). You canchoose to Yield to an attack that failed to hit you.

If your Yield active defence roll is successful, theattack misses you and your opponent is prone.

If you take two raises, your opponent takes thedamage that would have been dealt to you. Extradamage due to raises or called shots are not included,but you may take raises for damage as normal.

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Weapons Fencing Sword

Cost 25 HP (50 XP) if Avalon

35 HP (80 XP) if other nation

Description Fights defensively until an opening is found.

Skills Athlete, Fencing

Advantages Swordsman’s Guild 

Knacks Feint (Fencing), Lunge (Fencing), Riposte (Fencing), Exploit Weakness (Andrews)

Reference SG 87

Apprentice +2 to TN to be hit, except when performing a lunge.

Journeyman +5 on Active Defense rolls.

+4 to TN to be hit (instead of +2), except when performing a lunge. +2 to TN to be hit whenperforming a lunge.

Master +1 kept die of damage when performing a lunge (+3k1 total).

+6 to TN to be hit (instead of +4 or +3) at all times.

Weapons Short Sword + Buckler

Cost 25 HP (50 XP) if Avalon

35 HP (80 XP) if other nation

Description Fights with a short sword instead of the more modern rapier, and uses a small shield (buckler)instead of a main gauche.

Uses a variety of thrusts and slashes.

Skills Buckler, Fencing

Advantages Swordsman’s Guild 

Knacks Bind (Buckler), Disarm (Fencing), Riposte (Fencing), Exploit Weakness (Donovan)

Reference PG 147

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Apprentice Negates the off-hand penalty when using a buckler.

Grants +5 on Buckler knacks.

Journeyman When you successfully use Parry (Fencing) as an Active Defense, you deal 1k1 damage to youropponent, plus 1k1 for every 5 points you exceeded your opponent’s attack roll by. (Do not add

Brawn.)

Master Once per round you can use an Interrupt Action to attack.

Weapons Fists

Cost 25 HP (50 XP) if Avalon

35 HP (80 XP) if other nation

Description Teaches a complex set of bare handed attacks. This style is taught in Inismore.

Skills Pugilism, Wrestling

Advantages None

Knacks Start with 3 at rank 1, 1 at rank 2.

Bob ‘n’ Weave, Corps-a-corps, Disarm (Barehanded), Exploit Weakness (Finnegan)

Reference AV 95-96

Apprentice Your barehanded attacks are 0k2 instead of 0k1.

Journeyman When you fail a Wounds Check, divide by 2 the number you failed by before checking foradditional dramatic wounds.

Master You fight better drunk. Reverse the Inebriation penalties on AV 99. Masters never pass out andAble Drinkers still get these bonuses.

Weapons Bow

Cost 25 HP (50 XP) if Avalon

35 HP (80 XP) if other nation

Description Trained in the use of the long bow.

Skills Archer, Hunter

Advantages None

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Knacks Start with 3 at rank 1, 1 at rank 2.

Arc (Bow), Disarm (Bow), Tagging (Bow), Exploit Weakness (Goodfellow)

Reference AV 96

Apprentice You may add your Brawn to damage rolls as if the bow were a melee weapon.

Journeyman You can make two attacks with one action, but each is at –2 unkept dice to hit.

Master You get a +1 Finesse, and your maximum is increased by 1.

Weapons Claymore

Cost 25 HP (50 XP) if Avalon

35 HP (80 XP) if other nation

Description Trained in the use of the claymore. They have a reputation of ignoring defense to get in a killingblow. This style is taught in the Highland Marches.

Skills Athlete, Heavy Weapon

Advantages Swordsman’s Guild 

Knacks Beat (Heavy Weapon), Lunge (Heavy Weapon), Pommel Strike (Heavy Weapon), ExploitWeakness (MacDonald)

Reference AV 97

Apprentice You ignore the claymore’s one unkept die penalty to their Attack roll. 

Journeyman Before rolling to hit, you may set aside any number of Action Dice. If you do damage, add thosedice as unkept damage dice to the damage roll.

Master You roll and keep one extra die on damage rolls for a claymore (making it a 5k3 weapon).

Weapons Quarterstaff

Cost 25 HP (50 XP) if Avalon

35 HP (80 XP) if other nation

Description Avalon quarterstaff School.

Skills Athlete, Staff

Advantages None

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Knacks Beat (staff), Feint (staff), Corps-a-corps, Exploit Weakness (Peecke) 

Reference SBN 28

Apprentice You gain a free rank in your Balance knack.

Active defences against your Attack (staff) and Beat (staff) are increased by one Raise perMastery Level.

Journeyman At the beginning of each round, you may discard one Action Die to increase your TN to be hitfor the rest of the round by the amount shown on the die.

Master When you make a successful attack with a staff, your target must make a Finesse + Balance orFinesse + Footwork roll against a TN equal to the damage inflicted by the blow or fall to theground. Each Raise for damage increases the TN by 5.

Weapons Fencing Sword + Cloak

Cost 25 HP (50 XP) if Avalon

35 HP (80 XP) if other nation

Description Fights with a fencing sword in the main hand and a cloak in the other.

The cloak is used to distract and to block attacks.

Skills Cloak, Fencing

Advantages Swordsman’s Guild 

Knacks Double-parry (Cloak / Fencing), Entangle (Cloak), Feint (Fencing), Exploit Weakness (Robertson)

Reference SG 91

Apprentice Negates the off-hand penalty when using a cloak.

+5 on Active Defense with a cloak.

Journeyman +1 on Entangle knack, and raises your maximum in this knack to 6. (It costs 25 XP to increasefrom 5 to 6.)

Master You may entangle your opponent’s weapon and roll at -5. If you do so and still succeed, you alsoget a free attack action on that opponent.

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Weapons Fencing Sword

Cost 25 HP (50 XP) if Castillian

35 HP (80 XP) if other nation

Description Combines sword fighting with dancing to produce an elusive, unpredictable series ofmovements.

Skills Courtier, FencingAdvantages Swordsman’s Guild 

Knacks Feint (Fencing), Riposte (Fencing), Tagging (Fencing), Exploit Weakness (Aldana)

Reference PG 146

Apprentice Roll one additional unkept die for initiative for each level of mastery (Apprentice=1,Journeyman=2, Master=3).

Journeyman +5 TN for your passive defense.

Master Each round you get your Wits in “Focus” dice. These can be used up to add unkept dice toAttack or Active Defense rolls (decide before rolling).

Weapons Fencing Sword

Cost 25 HP (50 XP) if Castille

35 HP (80 XP) if other nation

Description Trained in the “Three Circle” style, which gives a seemingly superhuman ability to slide out ofthe way of attacks.

Skills Athlete, Fencing

Advantages Swordsman’s Guild 

Knacks Feint (Fencing), Riposte (Fencing), Tagging (Fencing), Exploit Weakness (Gallegos)

Reference CA 95-96

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Apprentice +5 to Active Parry with a fencing sword.

When you hold an action die, it increases to the next phase’s number, which makes you more

likely to go first later.

Journeyman +1 on Riposte knack, and raises your maximum in this knack to 6. (It costs 25 XP to increasefrom 5 to 6.)

Master +10 on your Passive Defense.

Weapons Fencing Sword on Horseback

Cost 25 HP (50 XP) if Castille

35 HP (80 XP) if other nation

Description Trained in the use of a fencing sword from horseback.

Skills Fencing, Rider

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Charge (Fencing), Cavalry Attack, Trick Riding, Exploit Weakness (Gustavo)

Note: Trick Riding is considered to be a basic knack.

Reference LV 80

Apprentice You get +10 on your initiative total during the first round of combat if mounted.

You get one extra kept die (+1k1) of wounds with your Cavalry Attack during the first round ofcombat if mounted.

You get +5 on attempts to control a horse without reins.

Journeyman Negates the off hand penalty of a sword while on horseback.

You get +10 on Trick Riding and Animal Training rolls.

You get +5 on Chase rolls while on horseback.

Master At the start of each round, you can choose to borrow actions from the next round. This canonly happen once every other round.

Weapons Two Fencing Swords

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Cost 25 HP (50 XP) if Castille

35 HP (80 XP) if other nation

Description Fights with a fencing sword in each hand. They fight with flair and color.

Skills Athlete, Fencing

Advantages Swordsman’s Guild 

Knacks Double-parry (fencing / fencing), Tagging (fencing), Whirl (fencing / fencing), Exploit Weakness(Soldano)

Reference CA 96-97

Apprentice Negates the off-hand penalty when using a fencing sword in each hand.

At the start of each battle, you get N drama dice (which go away at the end of the battle). N=1

for Apprentice, 2 for Journeyman, 3 for Master.

Journeyman After you hit but before the Wounds Check is rolled, you may spend Drama Dice to lower themultiple to do extra dramatic wounds. Normally this is an extra wound for every 20 they missby, but it is 15 with one Drama Die, 10 with two Drama Dice, and 5 with three Drama Dice.

Master Once at the start of each round with a Villain, you can use an Intimidation action withoutspending an action. You get a +1 for each Brute knocked out and +5 for each Henchman. If youwin, instead of the normal results, you get N Drama Dice from the GM, where N is 1 + one forevery 5 you won the roll by.

Weapons Fencing Sword + Cloak

Cost 25 HP (50 XP) if Castille

35 HP (80 XP) if other nation

Description Fights with a fencing sword in the main hand and a cloak in the other.

The cloak is used to distract and to block attacks.

Skills Cloak, Fencing

Advantages Swordsman’s Guild

Knacks Double-parry (Cloak/Fencing), Side-step, Tagging (Fencing), Exploit Weakness (Torres)

Note: Side-step is considered to be a basic knack.

Reference CA 97

Apprentice Negates the off-hand penalty when using a cloak.

Your side-step knack can affect 2 Action dice as an Apprentice, 3 as a Journeyman, and 4 as a

Master.

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Journeyman When you are about to perform an Active Defense you can lower one Action die by 4 as aJourneyman and 6 as a Master. You may still use Side-Step after a successful Active Defense.

Master You gain +1 Wits and your maximum is increased by 1.

Weapons Whip

Cost 25 HP (50 XP) if Castille

35 HP (80 XP) if other nation

Description Learns how to use a Whip to intimidate opponents as well as attack with it.

Skills Athlete, Whip

Advantages None

Knacks Start with 3 at rank 1, 1 at rank 2.

Bind (Whip), Disarm (Whip), Tagging (Whip), Exploit Weakness (Zepeda)

Reference CA 97-98

Apprentice You can spend an action to “crack your whip”  to increase your passive defense by 1 forApprentice, 2 for Journeyman, and 3 for Master for this round. This does not work againstopponents immune to fear and ends if your whip is dropped or entangled (as with Bind).

+5 to hit with a Attack(Whip).

Journeyman You may use your Attack(Whip) knack in replacement of any of the following knacks while theWhip is in hand: Animal Training, Break Fall , Swinging, and Grapple.

You may attack at  –10 to hit and instead of doing damage, you knock your opponent prone byyanking their feet out from under them.

Master Each hit that damages an opponent gives you a +1 Fear Rating against that opponent until theend of the battle.

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Weapons Zweihander

Cost 25 HP (50 XP) if Eisen

35 HP (80 XP) if other nation

Description Fights with a two-handed sword called a zweihander.

This is a flexible school with more ways of attacking and defending than any other school. It

takes an action to switch between the four stances.The style is very defensive.

Skills Dirty Fighting, Heavy Weapon

Advantages Swordsman’s Guild 

Knacks Disarm (Heavy Weapon), Lunge (Heavy Weapon), Pommel Strike (Heavy Weapon), ExploitWeakness (Drexel)

Reference EN 85-87

Apprentice You know two stances and have the apprentice abilities of each.

+5 to your initiative total when wielding a zweihander.

Journeyman You know three stances and have the apprentice and journeyman abilities of each.

You get +1 on your Fear Rating.

Your Fear Rating cancels out the Fear Rating of an opponent for both you and the people youlead.

Master You know all four stances and have all abilities of each.

You get an additional +1 on your Fear Rating.

Bittner /Forward

Zweihander is held like a spear and deals 2k2 damage.

 Apprentice: You do not need an action to reset. You get +5 on an Active Defense Parry.

 Journeyman: You get +10 on an Active Defense Parry, and your action dice are as 1 lower formaking an Active Defense.

Master: You get +15 on an Active Defense Parry, and your action dice are 2 lower for makingan Active Defense.

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Gerbeck /High

Zweihander is held straight up and deals 3k3 damage.

 Apprentice: You can attack (doing only 1k2 damage) while resetting.

 Journeyman: You can attack (doing 2k2 damage) while resetting.

Master: You can attack (doing 3k2 damage) while resetting.

Kohler / Low Zweihander is held waist high and deals 2k2 damage.

 Apprentice: +10 on your initiative total. Your action dice are considered 1 lower for an Attack,Active Defense, or to reset.

 Journeyman: Your action dice are considered 2 lower for an Attack, Active Defense, or reset.

Master: Your action dice are considered 3 lower for an Attack, Active Defense, or reset.

Metzger /Back

Zweihander is held like a broom and deals 4k3 damage but your Passive Defense is loweredby 5 and you get –5 on an Active Defense.

 Apprentice: Your action dice are considered 1 lower for an Attack.

 Journeyman: Your action dice are considered 2 lower for an Attack.

Master: Your Zweihander is 4k4 damage.

Weapons Fencing Sword

Cost 25 HP (50 XP) if Eisen

35 HP (80 XP) if other nation

Description Trained to use their minds as much as their weapon, this is a deadly dueling style. Memberslearn to fight while nearly immobile.

Skills Fencing, Scholar

Advantages Swordsman’s Guild 

Knacks Riposte (fencing), Tagging (fencing), Wall of Steel (fencing), Exploit Weakness(Durchsetungburg)

Reference SG 88

Apprentice +5 to a called shot with a fencing weapon.

Journeyman +1 on Tagging knack, and raises your maximum in this knack to 6. (It costs 25 XP to increasefrom 5 to 6.)

+10 to a called shot with a fencing weapon.

Master Each raise you make on a called shot gives +1k0 to damage for that attack..

+15 to a called shot with a fencing weapon.

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Weapons Broadsword + Panzerhand

Cost 25 HP (50 XP) if Eisen35 HP (80 XP) if other nation

Description Fights with a broadsword (heavy weapon) in the main hand and a metal glove on the otherhand.

Trained to use the glove to deflect or grab the opponent’s attacks.  

The style is very defensive.

Skills Heavy Weapon, Panzerhand

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Beat (Heavy Weapon), Bind (Panzerhand), Disarm (Panzerhand), Exploit Weakness (Eisenfaust)

Reference PG 148

Apprentice Negates the off-hand penalty when using a panzerhand. Allows use of a broadsword as a one-handed weapon.

When your opponent misses your passive defense, you get +5 on your next attack this round (aslong as it is before they attack you again) against them for every 5 points they missed by (round

down).Journeyman When you successfully use Parry (Panzerhand) as an Active Defense, you may use a drama die

to break your opponent's weapon. Roll (Brawn)k(Brawn) against a TN of 30 for a fencing swordor a 35 for a heavy weapon. TN is +/- 5 depending on quality and +10 if Dracheneisen.

Master You may hold an action to get +1 unkept die for each phase held. The maximum number of diceis equal to your Resolve. This is usable on one action die per round. While holding you mayactively defend, but you may not attack.

Weapons (Any)

Cost 25 HP (50 XP) if Eisen

35 HP (80 XP) if other nation

Description Trained in combat against non-humans. They learn how to determine the weaknesses ofmonsters and animals.

Skills Dirty Fighting, Doctor

Advantages None

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Knacks Start with 2 at rank 1, 1 at rank 2, and 1 at rank 3.

Exploit Weakness (monster)

You get 4 different monsters or animals this way.

You gain your rank in this knack in unkept dice on all Attack and Active Defense rolls against this

monster type.You may only advance a knack once each time you defeat a monster of that type.

Reference EN 87-88

Apprentice You add your exploit weakness rank for a monster to any damage roll against it.

Journeyman You add twice your exploit weakness rank for a monster to any damage roll against it.

You add twice your exploit weakness rank for a monster to your Passive Defense against it.

Master You have a free rank 1 in all possible Exploit Weakness(Monster) knacks and you can now haveas many of these knacks as you want.

Weapons Crossbow

Cost 25 HP (50 XP) if Eisen

35 HP (80 XP) if other nation

Description Fights with a crossbow.

Skills Athlete, Crossbow

Advantages None

Knacks Start with 3 at rank1, 1 at rank 2.

Arc (Crossbow), Reload (Crossbow), Trick Shooting (Crossbow), Exploit Weakness (Höpken)

Note: Reload is considered to be a basic knack.

Reference EN 88-89

Apprentice Your crossbow does 3k3 damage instead of just 2k3.

Journeyman Your crossbow range is +10 yards, your short range modifier is  –0, and your long rangemodifier is –5.

You may build a 4k3 damage crossbow for 5000 g. Anyone with a Brawn of 3 or less takes 3extra actions to reload this weapon.

Master Your crossbow range is +15 yards, your short range modifier is +5, and your long rangemodifier is –0.

You may raise your Reload (Crossbow) knack to rank 6 to allow you to fire every round. (Itcosts 25 XP to go from 5 to 6.)

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Weapons Panzerhand

Cost 25 HP (50 XP) if Eisen35 HP (80 XP) if other nation

-5 cost if have Dracheneisen.

Description Fights with two panzerhands.

This school is used by the guards in Freiburg for non-lethal disarming of people.

Skills Athlete, Panzerhand

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Bind (Panzerhand), Disarm (Panzerhand), Hook, Exploit Weakness (Loring)Reference FR 92

Apprentice Negates the off-hand penalty when using a panzerhand in each hand.

+1 unkept die on damage rolls.

Journeyman You may use Disarm without waiting for opponent to miss your passive defense, but you do soat -10. Failure drops your passive defense to 5 for this phase and the next phase.

+2 unkept dice on damage rolls.You may increase your Disarm(Panzerhand) knack to 6.

Master You may use your Bind knack as a parry defense knack. If used as a successful active defense,you also bind their weapon and get an extra action against that opponent to be usedimmediately.

+3 unkept dice on damage rolls.

Weapons Boar Spear

Cost 25 HP (50 XP) if Eisen

35 HP (80 XP) if other nation

Description Trained in the use of the boar spear, which has a cross-bar set in it. This style is taught onhorseback.

Skills Polearm, Rider

Advantages Swordsman’s Guild 

-5 on cost of Dracheneisen 

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Knacks Beat (Polearm), Charge (Polearm), Lance (Polearm), Exploit Weakness (Posen)

Note: Lance (Polearm) is considered to be a basic knack.

Reference EN 89-90

Apprentice You get +15 on your initiative total in the first round of each battle.

During the first round, you roll and keep an extra die of damage (if you have room tomaneuver).

Journeyman During the first round, you may choose to add 1 to your Brawn, Finesse, and Resolve. If you doso, you subtract 1 from each of these for the rest of the Scene. (You are knocked out if a traitgoes to zero.)

Master At the start of a round, if no actions were borrowed from this round, you may choose to borrowactions from the next round to get extra action dice in this round.

Weapons None

Cost 25 HP (50 XP) if Eisen

35 HP (80 XP) if other nation

Description Teaches leadership skills suitable for small units such as war bands or pirate ships.

Skills Commander, Courtier

Advantages Academy

-1 cost to each NPC advantage that follows your orders (Servant, etc.)

Knacks Orders (tactic)

Remember that it takes a focus on just 4 knacks to achieve Journeyman and Master status.

Reference EN 90-91

Apprentice +5 to use or resist the repartee system. NPCs loyal to you receive +10 to use or resist therepartee system in your presence

You may use XP to improve a Henchman at ½ cost.

You may use XP to improve a brute squad: 10 XP from Threat 1 to 2, 20 XP from Threat 2 to 3,40 XP from Threat 3 to 4. Increased knacks cost the new knack rating (max +3), for exampleFootwork +1 to Footwork +2 costs 2 XP.

Lost brutes can be replaced without losing your investment.

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Journeyman You may team up with as many brutes as your Wits + your rank in Leadership.

You may spend a drama die to prevent one of your brutes from being knocked out.

You may add 2 if Journeyman or 3 if Master to your Personal Results roll in the Mass Combatrules.

Master In Mass Combat, your Wits+Incitation roll at the Set-up phase gives you a +5 for every 5 pointsyou roll instead of every 10.

You may spend an action once per scene to lower an opponent’s Fear Rating by your

Leadership rank.

Weapons None

Cost 25 HP (50 XP) if Eisen35 HP (80 XP) if other nation

Description Teaches leadership skills suitable for large scale combat.

Skills Commander, Scholar

Advantages Academy

-5 cost to Man of Will

Knacks Orders (tactic)

Remember that it takes a focus on just 4 knacks to achieve Journeyman and Master status.

Reference EN 92-93

Apprentice For every phase you hold an action, up to 5, you may add 1=Apprentice, 2=Journeyman,3=Master to your roll for an Orders knack. This saving up is reset if you take a Dramatic Wound,but you do not lose the held action.

Journeyman You may add your Leadership rank to your general’s Strategy roll without the –2 penalty onyour Personal Results roll.

If more than one person in your group is doing the same action (such as attacking with

identical weapons) in the same phase, you may add 6=Journeyman, 9=Master to each of thoseHeroes’ rolls. 

Master During the Tide of Battle roll for Mass Combat, you may treat one past loss as if it were a winfor the necessary 3 wins in a row for victory.

Once per act, you may change a failed roll for yourself or any person with you into a minimumsuccess. This cancels any voluntary Raises.

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Weapons Two Knives

Cost 25 HP (50 XP) if Montaigne

35 HP (80 XP) if other nation

Description Fights with a long knife in each hand with moves designed to confuse and disorient theiropponent.

Skills Criminal, KnifeAdvantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Double-attack (Knife), Double-parry (Knife), Riposte (Knife), Exploit Weakness (Boucher)

Reference MO 79-80

Apprentice Negates the off-hand penalty when using a main gauche or dagger.

Add the current phase to your initiative total when wielding two knives.

Journeyman Opponents have a  –10 on an Active Defense against your knife attacks when wielding twoknives.

Master You can do a series of attacks on one action. The first attack is at  –5. If you hit their PassiveDefense (even if they succeed in their Active Defense), then you can attack again at  –10 to hit.Repeat with an additional  –5 each time to hit until you miss their Passive Defense or decide toquit. Each hit does damage separately.

Weapons Fencing sword

Cost 25 HP (50 XP)

35 HP (80 XP) for non-Montaigne 

Description Courtly style which allows for fencing in bulky clothing such as a ballgown.

Skills Courtier, Fencing

Advantages None 

Knacks Feint (Fencing), Disarm, Side-Step, Exploit Weakness (Délicatesse)

Reference NO 32

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Weapons Musket with Bayonet

Cost 25 HP (50 XP) for Montaigne35 HP (80 XP) for other nations  

Description Learn how to use carefully maintained weapons, well measured powder, and new techniquesfor accurate weapon fire. Also learn to use bayonet.

Skills Firearms, Polearm

Advantages None.

Knacks Start with 3 at rank 1, 1 at rank 2.

Beat (Polearm), Lunge (Polearm), Pommel Strike (Polearm), Exploit Weakness (Rois et Reines)

Reference MO 88-81

Apprentice Negates the off-hand penalty when using a pistol.

+10 yards on pistol and musket range.

+5 to Attack(polearm) when using a bayonet.

Journeyman Increase to +25 yards on pistol and musket range.

You can draw and fire a pistol as one action.

+10 to your Initiative Total when using a bayonet.

Master Increase to +50 yards on pistol and musket range.

You can spend a drama die to negate TN modifiers such as range and cover for one attack.

Weapons Fencing Sword + Improvised Weapon

Cost 25 HP (50 XP) if Montaigne

35 HP (80 XP) if other nation

Description Fights with a fencing sword in the main hand and an improvised weapon in the other… or

sometimes just with improvised weapons.

A popular weapon is a lead-weighted, wide-brimmed hat (soft, 1k1 weapon).

Skills Dirty Fighting, Fencing

Advantages None

Knacks Start with 3 at rank1, 1 at rank 2.

Corps-a-corps, Double-parry (fencing / improvised weapon), Tagging (improvised weapon),

Exploit Weakness (Tout Pres)

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Reference MO 81-82

Apprentice Negates the off-hand penalty when using an improvised weapon.

Get +5 on Parry(Improvised Weapon).

Journeyman You may pick up and then attack or parry with an improvised weapon in one action.

+5 on a non-parry Active Defense.

Master After an attack with an improvised weapon (even if not successful), you may use an action die(even from a future phase) to make an immediate attack with your fencing weapon that cannotbe Actively Defended against.

Weapons Fencing Sword + Main Gauche

Cost 25 HP (50 XP) if Montaigne

35 HP (80 XP) if other nation

Description Fights with a fencing sword in the main hand and a main gauche in the off hand (only used toparry).

Trained to tease and humiliate opponents while speeding up the combat in a dizzying way.

Skills Fencing, Knife

Advantages Swordsman’s Guild 

Knacks Double-parry (Fencing/Knife), Feint (Fencing), Tagging (Fencing), Exploit Weakness (Valroux)

Reference PG 149

Apprentice Negates the off-hand penalty when using a dagger or main gauche.

Get +5 on Active Defense parry with dagger or main gauche in off hand.

Journeyman Whenever you Raise when attacking an opponent, they must Raise at least as many times ontheir next attack against you.

Master +1 Panache on achieving this level (also raises your maximum by 1).

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Weapons Axe

Cost 25 HP (50 XP) if Ussura

35 HP (80 XP) if other nation

Description This school teaches use of the axe. It is practiced by 'knights' in Ussura.

Skills Heavy Weapon, Hunter

Advantages Swordsman's Guild (only within Ussura or on an Ussuran ship)

Knacks Lunge (Heavy Weapon), Pommel Strike (Heavy Weapon), Throw (Heavy Weapon), ExploitWeakness (Bogatyr)

Reference US 97

Apprentice You get +5 to attack with an axe.

You get two additional ranks on Hunter knacks.

Journeyman Your axe does 4k3 damage instead of 3k2.

Master You gain a fear rating of 2.

Weapons Bow

Cost 25 HP (50 XP) if Ussura

35 HP (80 XP) if other nation

Description Teaches horsemanship and archery.

Skills Archer, Rider

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Charge (Bow), Horse Archery, Trick Riding, Exploit Weakness (Buslayevich)

Note: Horse Archery and Trick Riding are considered to be basic knacks.

Reference US 98

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Weapons Fencing Sword and Lantern

Cost 25 HP (50 XP) if Vendel

35 HP (80 XP) if other nation

Description Fights with a fencing sword and a lantern. They prefer to fight at night. They swing the lanternto blind the opponent and to distract them.

Skills Fencing, StreetwiseAdvantages Swordsman’s Guild 

Knacks Ambush, Feint (Fencing), Parry (Lantern), Exploit Weakness (Larsen)

Note: Ambush is considered to be a basic knack.

Reference VV 94

Apprentice You have no off-hand penalty when using your lantern to parry.

You gain the Night Trained  advantage. This means your penalties in darkness are -1k1 in dimlight and -2k2 in total darkness.

Journeyman Your penalties are now -1k0 in dim light and -1k1 in total darkness.

You can use an action to dazzle with your lantern. To do this, make a contested roll ofWits+Feint versus their Wits. If successful, increase all their action dice by 1 for each -5 youchoose to take on your roll. Any dice increased past 10 are lost.

Master You have no penalty in dim light.

You get +10 on your TN to be hit in dim light and +15 in total darkness.

Weapons Broadsword or Axe

Cost 25 HP (50 XP) if Vendel

35 HP (80 XP) if other nation

Description Fights with a broadsword or axe (heavy weapon).

Trained to be bold and unstoppable, but puts up little defense.

Skills Heavy Weapon, Wrestling

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Advantages Swordsman’s Guild 

Knacks Beat (Heavy Weapon), Corps-a-corps, Lunge (Heavy Weapon), Exploit Weakness (Leegstra)

Reference PG 149

Apprentice May choose (before rolling to hit) to turn Action dice into extra kept dice of damage. Dice areused up even if you miss.

Journeyman May choose (before rolling the check) to turn Action dice into extra kept dice on a WoundsCheck.

Master When opponents fail a Wound Check against your Attack (Heavy Weapon), they take anadditional dramatic wound for every 10 they missed it by (instead of the normal 20).

Weapons Pistol

Cost 25 HP (50 XP) if Vendel

35 HP (80 XP) if other nation

Description Use a pistol.

Skills Courtier, Firearms

Advantages 3 point Obligation background (to defend this school against the Swordsman's Guild)

Knacks Pommel Strike (Pistol), Reload (Firearm), Trick Shooting (Pistol), Exploit Weakness (Rasmussen)

Note: Reload (Firearm) is considered to be a basic knack.

Reference VV 95

Apprentice You have no penalty for using a pistol in your off hand.

You may draw and fire a pistol as one action.

Your short range penalty to hit is -5 (instead of -10).Journeyman Your short range penalty to hit is 0 instead of -10.

Your effective range with a pistol is increased by 10 yards (20 yds is now short range and 40yds is long range).

You may use an interrupt action (2 action dice) to attack with a ready pistol. You may spend anadditional action die to draw and attack as an interrupt action.

Master For each action spent aiming, you get an unkept die (+1k0) added to damage. Maximum +3k0.

Your effective ranged with a pistol is increased another 10 yards (25 yds is now short rangeand 50 yrds is long range).

You gain one rank of Attack (Firearms). This can raise your rank to 6. If it does not, you canlater raise your rank to 6 by spending 25 XP.

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Weapons Fencing Sword

Cost 25 HP (50 XP) if Vendel35 HP (80 XP) if other nation

Description Trained to fight defensively and to look for the right opening to get a decisive victory.

Skills Doctor, Fencing

Advantages Swordsman’s Guild 

Knacks Beat (Fencing), Feint (Fencing), Lunge (Fencing), Exploit Weakness (Snedig)

Reference SG 90

Apprentice Before you roll to attack, you may choose to sacrifice action dice. Each one sacrificed results inan extra kept die (+1k1) of damage if you hit.

Journeyman You may sacrifice action dice to get +1k1 on Active Defense.

Your rank in Exploit Weakness (Snedig) can be used as if it were also Exploit Weakness(Leegstra)

Master When an opponent fails a wounds check against your attack, they suffer an extra dramaticwound for every 10 they failed their roll by (much like a firearm).

Weapons Sword Cane

Cost 25 HP (50 XP) if Vendel

35 HP (80 XP) if other nation

Description Trained to fight with a concealed sword cane.

Skills Dirty Fighting, Fencing

Advantages Swordsman’s Guild 

Knacks Conceal, Double-parry (Sword Cane/Sheath), Pommel Strike (Fencing), Exploit Weakness(Swanson)

Reference SG 90

Apprentice Negates the penalty for using a Sword Cane sheath in your off hand.

You can use your Sword Cane sheath as a fencing weapon that does 1k1 damage.

You ignore the Sword Cane’s penalty when doing a double-parry.

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Journeyman You may perform the Wooden Horse attack. To do so, attack at -5. If you hit, your sheath is heldbetween their legs. You are -5 TN to be hit, but the opponent cannot run away or use knackslike Footwork or Balance as an active or passive defense.

Master You may draw and use your Sword Cane as a free action and you ignore the normal penalties toattack or parry when doing this.

Once per round, you may make an Active Defense parry or double-parry with the sword canewithout spending an action die.

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Weapons Harpoon

Cost 25 HP (50 XP) if Vesten

35 HP (80 XP) if other nation

Description Trained to use a harpoon to pierce an opponent and then let them tire themselves out.

Skills Polearm, Whaler

Advantages None

Knacks Start with 3 at rank 1, 1 at rank 2.

Disarm (Polearm), Lunge (Polearm), Pommel Strike (Polearm), Exploit Weakness (Halfdanssen)

Reference VV 93

Apprentice You get +5 to hit aquatic creatures.

You may attempt to impale a target by taking -5 to hit. If you hit and inflict a dramatic wound,the opponent has their TN to be hit reduced to 5 and they have +5 on all their TNs to hit you. Inaddition, substantial movement of the harpoon causes 2k1 wounds. The harpoon comes looseonce a dramatic wound occurs due to this damage

Journeyman You do an extra unkept die of damage (+1k0) with a harpoon.

You no longer take the -5 to hit when attempting to impale.

Master You do an extra kept die of damage (+0k1) with a harpoon.

When you impale an opponent, it takes 2 dramatic wounds to remove the harpoon.

You gain one rank of Throw (Harpoon). This can raise your rank to 6. If it does not, you can laterraise your rank to 6 by spending 25 XP.

Weapons Longsword and Shield

Cost 25 HP (50 XP) if Vesten

35 HP (80 XP) if other nation

Description Fights with a longsword in one hand and a shield in the other.

Skills Heavy Weapon, Shield

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Advantages Swordsman’s Guild 

Knacks Attack (Shield), Corps-a-corps, Wall of Steel (Shield), Exploit Weakness (Kjemper) 

Reference SG 89

Apprentice You may use the longsword in one hand without penalty.

Negates the off-hand penalty for using a shield to attack.

+5 to parry with a shield.

Journeyman If you successfully hit your opponent’s weapon (attack with TN +10 for a called shot), you may

attempt to break their weapon. If your damage roll exceeds the TN of the weapon, it breaks.This attack may not be parried with the targeted weapon. TN= fencing sword, knife, or dagger(25), shield or buckler (30), heavy weapon (35). TN can be -5, +5 ,or +10 depending on quality.

Master You do +0k1 damage with a longsword.

Weapons Two Hand Axes

Cost 25 HP (50 XP) if Vesten

35 HP (80 XP) if other nation

Description Fights with a hand axe in each hand. They scream battle cries. They are taught to carry at least 3

axes so one can be thrown at the start of combat.

Skills Athlete, Hand Axe

Advantages None.

Knacks Start with 3 at rank 1, 1 at rank 2.

Double-attack (Hand Axe), Throw (Hand Axe), Whirl (Hand Axe), Exploit Weakness(Siggursdottir)

Reference VV 96

Apprentice Negates the off-hand penalty when using a hand axe in each hand.

You get +5 to hit when throwing an axe.

Journeyman You can do a Double Strike. To do this, use Double-attack. If you hit, you deal 3k3 wounds. TheTN for an active defense against this attack is +10.

You gain one rank of Throw (Hand Axe). This can raise your rank to 6. If it does not, you canlater raise your rank to 6 by spending 25 XP.

Master Whenever you hit an opponent with a hand axe (thrown or melee), your next action die islowered to the current phase.

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Weapons Two Longswords

Cost 25 HP (50 XP) if Vesten35 HP (80 XP) if other nation

Description Fights with a longsword in each hand.

Trained to taunt the opponent while dazzling them with sword movement.

Skills Athlete, Heavy Weapon

Advantages Swordsman’s Guild 

Knacks Beat (Heavy Weapon), Double-parry (Heavy Weapon / Heavy Weapon), Feint (HeavyWeapon), Exploit Weakness (Urostifter)

Reference SG 91

Apprentice Negates the off-hand penalty when using a longsword.

You may use a longsword one handed without penalty.

Get +5 on Active Defense parry with a longsword.

Journeyman +5 to Feint or Beat with a longsword.

+5 on a Taunt repartee action.

Master +1k0 on damage from a longsword.

You gain one extra action a round, which must be used as a Taunt repartee action.

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Weapons Fencing Sword + Main Gauche

Cost 25 HP (50 XP) if Vodacce

35 HP (80 XP) if other nation

Description Fights with the sword in the left hand and main gauche in the right hand.

Students learn to fight with whatever is at hand. “After all, it’s the winner that tells the tale.”  

Skills Dirty Fighting, Fencing

Advantages Swordsman’s Guild, Left-Handed

Knacks Feint (Fencing), Pommel Strike (Fencing), Riposte (Fencing), Exploit Weakness (Ambrogia)

Reference PG 147

Apprentice Negates the off-hand penalty when using a main gauche or dagger.

May choose to do +2 damage by twisting weapon as you hit.

Journeyman When you inflict a dramatic wound on an opponent, you may choose to take a dramatic woundon yourself to do an addition dramatic wound to your opponent.

Master If opponent attacks you and misses (active or passive defense), your next attack this round hastheir passive defense TN=5.

Weapons Fencing Sword

Cost 25 HP (50 XP) if Vodacce

35 HP (80 XP) if other nation

Description This is a fluid style borrowing from the Crescent empire.

Skills Fencing, Pugilism

Advantages Swordsman's Guild

Knacks Beat (Fencing), Corps-a-corps, Lunge (Fencing), Exploit Weakness (Bernoulli)

Reference VO 94-95

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Apprentice +1 to your passive defense.

Journeyman +2 to your passive defense.

You may Lunge and spend action dice to improve the action. For each extra action used, you get+1 unkept damage die and +5 on the TN to actively defend the attack.

You get 1 free rank in Lunge.

Your maximum rank in Lunge is 6.

Master +3 to your passive defense.

Once per round, you may re-roll a unsuccessful attack.

Weapons Throwing Knife

Cost 25 HP (50 XP) if Vodacce

35 HP (80 XP) if other nation

Description This style is used by the women of Vodocce for self defense.

Skills Knife, Performer

Advantages None 

Knacks Starts with 3 at rank 1, 1 at rank 2.

Pin (Knife), Throw (Knife), Trick Shooting (Knife), Exploit Weakness (Cappuntina)

Note: Throw (Knife) is considered to be a basic knack.

Reference VO 95-96

Apprentice You have no off hand penalty for throwing knives.

You may draw a knife and throw it as one action.

Journeyman You may throw two knives at a single target in one action and one attack roll. Damage is 1k1for one hit and 2k2 if both hit.

Master You may throw three knives in one action. They may be different targets. Roll once per target.If more than one knife at a single target, damage is 1k1 for each hit (2k2 if two hit and 3k3 if all3 hit). You get +5 to hit for each knife you choose not to throw (+5 for 2 knives, +10 for 1 knife).

Weapons Broadsword + Fist

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Cost 25 HP (50 XP) if Vodacce

35 HP (80 XP) if other nation

Description Trained to wield a broadsword in one hand while having the other in a fist. This school isenergetic and aggressive.

Skills Heavy Weapon, PugilismAdvantages Swordsman’s Guild 

Knacks Beat (Heavy Weapon), Corps-a-corps, Pommel Strike (Heavy Weapon), Exploit Weakness(Lucani)

Reference SG 89

Apprentice You may fight with a broadsword in one hand without penalty.

+5 on Active Defense using the Footwork knack.

Journeyman +1 on Corps-a-corps knack, and raises your maximum in this knack to 6. (It costs 25 XP toincrease from 5 to 6.)

+5 to hit with any attack using Pugilism.

Master You may do a combined attack with your sword and fist as one action. Use the Jab knack for thefist and Attack(Heavy Weapon) for the sword. Both attacks are at -5 to hit.

Weapons Fencing Sword + Knife

Cost 25 HP (50 XP) if Vodacce

35 HP (80 XP) if other nation

Description This is a dirty fighting style taught in a swamp in Villanova family territory.

Students of this school often make use of a Fencing Ring Grip (+5 to Feint, but take 1k1 damageif disarmed).

Skills Fencing, Knife

Advantages Swordsman's Guild

Knacks Double-parry (Fencing/Knife), Feint (Fencing), Stop-thrust (Fencing), Exploit Weakness(Villanova)

Reference VO 96

Apprentice Negates the off-hand penalty when using a knife.

Get +5 on Parry (Knife) rolls.

Journeyman You get +1 rank in Feint.

Your maximum Feint rank is now 6.

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Master At the start of a phase, you may lower your passive defense TN by increments of 5 (to aminimum of 5). If you are attacked and perform a Stop-thrust, you get +5 to hit for every 5 youlowered your passive defense by.

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Origin Church of the Prophets (Avalon)

Weapons Fists

Cost 25 HP (50 XP)

Must have Ordained advantage

Description This school is also called the Rogues of the Cross.

The Friars travel Avalon doing good deeds. They fight with fists and improvised weapons, butmany also learn other weapons.

Their special combat form makes use of a fighting girdle to protect them from hits.

Skills Dirty Fighting, Pugilism

Advantages None

Knacks Start with 4 at rank 1, 1 at rank 2.

Attack (Improvised Weapon), Beat (Improvised Weapon), Corps-a-corps (Improvised Weapon),Disarm (Improvised Weapon), Exploit Weakness (The Friars)

Reference CP 91

Apprentice You get +5 on all Pugilism rolls.

If there are at least two witnesses and you have successfully hit three times during the combat,you may spend a drama die to gain 1 reputation.

Journeyman You may treat improvised weapons as if they were normal weapons. They do not break andyour dice explode as normal.

Master +5 on all attacks made with an improvised weapon.

If you are wearing a fighting girdle, you may declare you are using the Strands of Théus when anopponent attacks you. If your active defense is successful, your TN to hit that opponent on yournext attack is 10 (as long as the attack happens this round).

Origin The Pirate Nations

Weapons Fencing Sword

Cost 25 HP (50 XP)

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Description This style relies on tricks to confuse and outmaneuver the enemy. It teaches how to cope witha rolling ship during a fight.

Skills Dirty Fighting, Fencing

Advantages None.

Knacks Start with 3 at rank 1, 1 at rank 2.

Bind (Fencing), Corps-a-corps, Disarm (Fencing), Exploit Weakness (Rogers)

Reference PN 94-95

Apprentice You can use your Balance knack in place of any Parry knack.

You learn one Pirate Trick.

Journeyman +5 on your Passive Defense while on a ship (unless surprised).

You learn a second Pirate Trick.

Master You gain +2 on your Fear Rating (see GM 175 for details).

You learn two additional Pirate Tricks.

Against theRails

+5 when using Corps-a-corps while opponent using Balance as their defense knack.

Belay That! Belaying pin is a 2k2 weapon for you and you have no off-hand penalty when using it.

Dagger Ride You can use an action to drive a knife into a sail and ride it to the deck below. You may dropon someone with a roll of Finesse+Balance for Nk1 damage, where N= 1 for ever 2 levelsdropped (round down).

Death fromAbove

You can use an action to swing down on an opponent from at least one level up usingPanache+Swing to do 3k1 damage and opponent is prone. If you fail to hit, roll TN 15 onPanache+Swing or you are prone.

Hold YourLiquor

You gain Able Drinker  advantage.

You get +5 to hit with a beer mug (0k1 improvised weapon)

Kick Up You may grab a sword off the ground and attack with it in the same action.

Over the Side! +1 on boarding action rolls for your side. Up to 3 Rogers swordsmen may modify a single roll.

Quick Draw You may draw and fire a pistol in one action.

Sea Legs You may roll and keep an extra die on Balance knack. Works on active but not passivedefense.

Sidearm You have no off-hand penalty when using a pistol.

Origin Church of the Prophets (Castille)

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Weapons Halberd

Cost 25 HP (50 XP)

Church of the Prophets only

Description This school is taught to the members of the Church Guard.

Skills Polearm, Wrestling

Advantages None.

Knacks Start with 3 at rank 1, 1 at rank 2.

Beat (Polearm), Disarm (Polearm), Bind (Polearm), Exploit Weakness (Rossini)

Reference CP 92

Apprentice You may use your Parry knack or any of the Knacks against anyone attacking a nearby person(within 10 feet).

Journeyman Once per round, you may perform an interrupt action to Parry by spending only one action dieinstead of two.

Master While carrying a polearm, your passive defense TN is +10.

Origin Church of the Prophets (Castille)

Weapons Fencing Sword + Shield

Cost 25 HP (50 XP)

Church of the Prophets only

Description This style is taught to the Church Guard. Members make use of a shield to protect those theyare guarding.

Members of this school may get access to the rare Solomon Serpent Swords. These areextremely well made and have a +10 to the TN to break them.

Skills Fencing, Shield

Advantages None

Knacks Start with 3 at rank1, 1 at rank 2.

Bind (Shield), Disarm (Fencing), Attack (Shield), Exploit Weakness (Swords of Solomon)

Reference CP 93

Apprentice You can fight while having a defenseless person next to you.

When using a shield, you may add 3 to your passive defense TN.

You have no off-hand penalty for using a shield.

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Journeyman You can fight in a group of guards. When at least 2 others are present, you all get one extraaction in phase 5 of each round.

Master You may add 5 to any roll made with a Solomon Serpent Sword. This includes Attack, Parry,damage, and Knacks.

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Country Castille

Cost 40 HP for Full-Blooded.

20 HP for Half-Blooded.

Description El Fuego Adentro first appeared with one of the senators of the Old Empire in Numa.

This sorcery is believed to be extinct. Practitioners were wiped out by the inquisition and secret

societies. If any still exist, they probably are in Rancho Gallegos in Castille.When using this sorcery, tiny flames can be seen in the sorcerer's eyes.

Sorcerers cannot actually create fire, they can only manipulate it. And fires need a source of fuelunless the Feed knack is used to compensate.

Reference CA 98-101

Apprentice Fire and heat-based effects do not harm you or any equipment kept in close contact with you.

You can direct the movement of one fire within 10 feet of you. It will ignore winds and can evencross water if Feed is used. The movement rate is 10 feet per round (15 if Adept, 20 if Master).The wind can sometimes move it faster.

Adept You can grasp fire as if it were a solid object.

Master You can give flames the semblance of life.

Concetrate For every rank in this you can control an additional fire beyond the first.

Extinguish You may use an action to reduce a fire by a number of dice equal to your rank in this knack. SeeGM 200 for fire rules. You can affect 100 square feet of fire per rank in this knack.

Feed You may keep a fire going by taking 2 times the number of dice of fire you want to preventbeing lost in flesh wounds each phase. This damage is reduced by your rank in this knack. Awound check is made at the end of each round for this damage.

Range You may affect fires up to 40 feet times your rank in this knack away.

Firestarting You may take 1 flesh wound to light a fire in adverse conditions. How adverse depends on yourrank. 1=damp tinder or strong wind, 2= wet tinder or light rain, 3= waterlogged tinder ormedium rain, 4= non-combustible tinder or heavy rain, 5= any material or weather conditions.

FlamingBlade

You may place your sword into a fire and pick up the flames. The sword does extra damageequal to your rank in this knack times 1 (Apprentice), 2 (Adept), or 3 (Master).

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Hurl Fire Requires Adept  status before this knack can be raised to 1 or higher.

You may use an action to reach into a fire and throw a chunk at an opponent. Roll Finesse+thisknack to hit with a range of 5+(Brawn*2) yards. Damage if you hit is 3k3 (Adept) or 4k4(Master). Regardless, you take 2 flesh wounds minus your rank in the Feed knack. This fire diesout and cannot be used to ignite someone or something.

Fireflies Requires Master  status before this knack can be raised to 1 or higher.

You may spend 3 actions to convert 1 die of fire into a 10' by 10' cloud of fireflies, and you take1 flesh wound (which won't heal until the cloud goes away). You control the cloud and canextinguish it at will. The cloud can move 15 feet or 1 level per phase.

Any creature in the cloud takes 1 flesh wound per phase unless wearing heavy clothing or otherprotection.

You can have one cloud for each rank you have in this knack.

FlameSerpent

Requires Master  status before this knack can be raised to 1 or higher.

You may spend 5 actions to convert 2 dice of fire into a flame serpent, and you take 3 flesh

wounds (which won't heal until the serpent goes away). You control the serpent and canextinguish it at will.

It acts as if it had all traits of 3, but it cannot be harmed except by immersion in water. It startswith your rank in this knack in damage dice (for example, 3k3 if your rank is 3), but after eachsuccessful hit it loses a damage die. When at zero dice it can still move but does no damage. Itmay regain dice up to its starting value at the rate of 1 die per round of sitting in a fire.

You can have one flame serpent for each rank you have in this knack.

Firebird Requires Master  status before this knack can be raised to 1 or higher.

You may spend 10 actions to convert 4 dice of fire into a firebird with a 40 foot wingspan, andyou take 5 flesh wounds (which won't heal until the firebird goes away). You control the firebirdand can extinguish it at will. When extinguishing it, you may choose to have it explode as a rank4 explosion.

It acts as if it had all traits of 3, but it cannot be harmed except by immersion in water. It doesnot attack or deal damage. It can instead travel up to 50 miles times your rank in this knackeach day. And it may carry one passenger for each rank you have in this knack.

Country Avalon

Cost 40 HP for Full-Blooded.

20 HP for Half-Blooded.

Description Glamour was taught to the Avalons by the Sidhe. If the Graal is lost, Glamour will stop working.

You may have only one Legend knack for each trait.

Glamour Dice are treated as Drama Dice except they cannot be used for Arcana/Hubrisactivation and they do not turn into experience if unspent.

Reference PG 200-203; AV 101-104; SBN 43

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Apprentice You may use your Reputation Dice as if they were Glamour Dice.

You may use the Apprentice ability of any Legend knacks you know.

Adept The GM receives your lowest trait fewer drama dice (min=# of players) each story.

You may use the Adept ability of any Legend knacks you know.

Master Your number of drama dice depends on your highest trait (instead of your lowest).

You may use the Master ability of any Legend knacks you know.

The HornedHunter

 Apprentice: You may spend a Drama Die to add your rank in this to your Brawn for one dieroll (not a contested roll, wound check, or damage roll).

 Adept:  You may spend a Drama Die to add you rank in this to your Brawn for a WoundCheck.

Master: You may spend a Drama Die to add your rank in this to your Brawn for a damageroll or contested roll.

Iron Meg  Apprentice: You may spend a Drama Die to heal yourself of 5 flesh wounds for each rank inthis knack.

 Adept: You may spend a Drama Die to cancel the effects of a poison affecting you.

Master: You may spend a Drama Die to succeed at a wound check (with TN of 100 or less).

Mad JackO’Bannon 

 Apprentice:  You may spend a Drama Die to disappear behind an object as long as youremain still. You can still be heard and can be seen if you peek around the object to look.

 Adept: You may spend a Drama Die to disappear behind one object and reappear behindanother that his up to 100 feet away for each rank in this knack.

Master: You may spend 3 Drama Dice when killed. If you do, you return to life at dawn thenext morning with –2 Brawn. If your Brawn becomes 0 or less, you stay dead.

The Horned King(Sidhe)

 Apprentice: +1k1 to seduction and social rolls against someone of the opposite sex.

 Adept: You can activate this knack to move from a forest to any other forest within 100miles. You have no control over where in the forest you appear.

Master: You assume the form of any animal up to bear size until the next dawn. You alsogain the Lecherous hubris during this time.

Anne o’ the

Wind Apprentice: You may spend a Drama Die to add 5 times your rank in this to your initiative totalfor this round.

 Adept: You may spend a Drama Die to add you rank in this to your Sprinting knack until theend of the round.

Master: You may spend a Drama Die to allow you to use all your remaining actions in a roundimmediately. You can do this before phase 1 of the round. If two Glamour mages use this atthe same time, the one with the highest initiative total goes first.

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Blackcloak  Apprentice:  You may spend a Drama Die to hide traces of your passage for the rest of thisscene so that others have a –5 to tracking rolls for each rank you have in this knack.

 Adept: You may spend a Drama Die to get +10 on a Climbing check for each rank you have inthis knack.

Master: You may spend a Drama Die to get +10 on a Lockpicking check for each rank you have

in this knack.

RobinGoodfellow

 Apprentice: You may spend a Drama Die to lower the effective range of your next bow attackby 5 yards for every rank you have in this knack.

 Adept: You may spend a Drama Die to add to your next bow attack an unkept damage die forevery rank you have in this knack.

Master: You may spend a Drama Die so that your next bow attack is at +5 to hit for every rankyou have in this knack.

Red Cap(Sidhe)

 Apprentice:  You gain an extra kept die per mastery level to Stealth and Taunt rolls for 5minutes per rank in this knack.

 Adept: You grow claws which give you +1k1 to attack and damage on your unarmed attacksfor a number of rounds equal to twice your mastery level. There is no penalty for unskilledunarmed attacks.

Master: You take on Red Cap’s appearance, which gives you a Fear Rating of 3 for a number ofminutes equal to your rank in this knack.

IsaacSnaggs

 Apprentice: You may spend a Drama Die to add twice your rank in this to an active defense rollafter you see your roll.

 Adept: You may spend a Drama Die and one action to catch a missile weapon with a free hand.This is considered a successful active defense.

Master: You may spend a Drama Die and one action to catch a bullet that was fired at you. This isconsidered a successful active defense.

KingElilodd

 Apprentice:  You may spend a Drama Die to add five times your rank in this to a roll on theRepartee system against Sidhe. Only works with positive effects (Charm, etc) against Seelie andwith negative effects (Intimidate, etc) against Unseelie.

 Adept:  You may spend a Drama Die to call on the nearest Seelie for aid. Roll Resolve+( rank)

against a TN of 30. If successful, a Seelie shows up to help (for a price). On a roll of 10 or less, anUnseelie shows up and demands a much higher price.

Master: You may spend a Drama Die to create a 5 foot radius circle around yourself that theUnseelie cannot enter. Ones inside the circle are cast out when activated. You can maintain thisfor as long as you are awake and stay in the same spot.

Lady ofthe Lake(Sidhe)

 Apprentice: By activating this knack you automatically succeed at a perception check.

 Adept: You may reroll any roll; this knack may be used a number of times equal to your masterylevel per Act.

Master: You can look into a body of fresh water and see the events (current, past or future)occurring within sight of any other body of fresh water; this requires a perception check againstTN 30. The effect lasts for 5 minutes per mastery level.

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Jack  Apprentice:  You may spend a Drama Die to transform a small object (under 1 cubic foot) intoanother object until the next dawn, at which time it reverts. If broken in the new form, one of thepieces reverts into an unbroken object and the other pieces disappear. If killed (animal) or eaten(food) in the new form, the object is destroyed permanently. Possible objects include: Knife, Fist-sized hunk of cheese, Bird, Rock (up to 5 objects), Pair of dice, Normal size playing card (up to 5objects), Coin (up to 5 objects times rank), 20 feet of twine in a ball, Button.

 Adept: You may spend a Drama Die to transform yourself with one of these forms until the nextdawn. You may spend two Drama Dice to transform another willing person or an animal. Youknow a number of forms equal to your rank in this.

  Child Form: If not already young, the person or animal achieves the energy and spryness ofyouth.

  Hag Form: The person appears older and is unrecognizable as himself. Gets  –1 unkept die onsocial interactions.

 

Noble Form: The person appears more handsome or beautiful. Gets +1 unkept die on allsocial rolls.

 

Ogre Form: The person appears more intimidating. Gets  –1 unkept die on social rolls exceptintimidation, which gets +2 unkept dice.

 

Peasant Form: The person appears much blander. Gets +2 unkept dice on Disguise,Unobtrusive, and Shadowing rolls.

Master: You may spend a month of preparation to enchant a building (up to 4,000 sq ft). Whencomplete, you may choose 3 of the following laws, which work in the building unless otherwisedisrupted. You can only have one building so enchanted at a time.

  I can’t die in my house. 

 

Nobody’s magic but mine works in my house. 

  I always know where everything and everyone is in my house.

  No one can enter my house without permission.

 

Nobody ages in my house.

  The pantry in my house always has food and drink in it.

 

I can instantly rearrange the inside of my house with a thought.

 

My house cannot be harmed in any way.

  The inside of my house is twenty times bigger than the outside.

  No one can find the way to my house unless I let them.

TheGreenMan

 Apprentice: You may spend a Drama Die to give a willing person other than yourself a bonus untilthe end of the scene. Roll a number of unexploding dice equal to your rank in this, and keep thehighest number. This number is added to all rolls by that person until the end of the scene. No

person may be affected by Green Man twice at the same time. You may only affect a number ofpeople equal to your rank in this knack. At the end of the scene, the character suffers onedramatic wound if you rolled 1-5 and two dramatic wounds if you rolled 6-10.

 Adept: You may spend a Drama Die to make the next dramatic wound a chosen person receivesbe healed at the end of the round in which it is received. This may bring the character back frombeing knocked out.

Master: You may use your Adept ability on another person using one of their Drama Dice insteadof yours.

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KingRobertthe Dark

 Apprentice:  You may spend a Drama Die to add your rank in this to your general’s Strategy roll

this round. Up to 3 mages can contribute this way to a single roll.

 Adept: You may spend a Drama Die to add you rank in this to your personal results roll in masscombat.

Master: You may spend a Drama Die to add twice your rank in Leadership to the next roll of up to

5 people you choose (including yourself). Expires at end of scene.

The StoneKnight

 Apprentice: You may spend a Drama Die to let up to your rank in this knack in friends hear yourcry for help and know exactly where you are regardless of distance.

 Adept: You may spend a Drama Die to ignore a Fear Rating less than or equal to your rank in thisknack until end of scene.

Master: You may spend a Drama Die to choose a 10’ by 10’ area where you cannot be killed or

crippled as long as you stay in the area and until one sunrise and one sunset have passed. You stilltake dramatic wounds during this time and may be crippled or knocked out when this expires.

QueenMaab

(Sidhe)

 Apprentice: You may speak with any sea-based creature; the power lasts for five minutes per rankin this knack.

 Adept: You can survive without breathing for the next six hours (underwater, buried alive, beingstrangled, in poisoned gas).

Master: When standing in a foot of seawater you gain a Fear Rating of 2 and +2k2 on all rolls for anumber of rounds equal to your mastery level.

JeremiahBerek

 Apprentice: You may spend a Drama Die to add twice your rank in this to any die roll.

 Adept: You may spend a Drama Die before you roll so that all dice that explode give you two

extra rolls instead of one.Master: You may spend a Drama Die after failing a roll to try a second time. This can only bedone once per roll and does not combine with other re-roll abilities.

St. Rogers  Apprentice: You may spend a Drama Die to add three times your rank in this to a Sailor skillknack die roll.

 Adept: You may spend a Drama Die to heal a ship you are touching of one critical hit.

Master: You may spend a Drama Die to become one with a ship whose wheel you are holding(until you let go of the wheel). When rolling for either of you, use the trait that is highestbetween the two of you. Dramatic wounds you suffer are critical hits on the ship and viceversa.

In addition, a Master may once in their lifetime bestow one of the following on one ship:

 

The ability to acquire Reputation and use Reputati on Dice. It’s number of dice is the sum

of the crew’s reputation dice divided by 10. 

 

A permanent +2 on any one trait (ignoring all maximums).

  The ability for the ship to sail itself. This means it won’t go aground or into an obstacle

unless specifically directed to do so.

The SeelieQueen(Sidhe)

 Apprentice: Increase your stature and aura to gain +1k1 to all social rolls for a number of hoursequal to your rank in this knack.

 Adept: Create a small whirlwind, causing your opponent to lose a number of kept dice equal toyour mastery level for a number of rounds equal to your rank in this knack.

Master: Your opponent loses one rank from any trait (to a minimum of 1) until the next dawn.

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Thomas  Apprentice: You can sense someone with Sorcery within 30 feet of you by a tingling in your leftthumb. When someone uses Sorcery on you, you immediately know what is being done. Youmay use a Drama Die to cancel the effect of a Sorcery on you if your rank in this knack isgreater than or equal to their Sorcery knack’s rank. 

 Adept:  You may spend a Drama Die to cancel a Sorcery knack being used or that is active

within 30 feet of you if your rank in this knack is greater than or equal to their Sorcery knack’srank. For example, you may prevent a Porté mage from escaping, revert an Ussuranshapeshifter to human form, or cancel a fate witch’s blessing. 

Master: You may spend a Drama Die to prevent magic working within 10 feet of you for anumber of rounds equal to your rank in this knack. Any active effects that enter this area arecanceled.

Multiple knacks: Ordinarily you may only take one Glamour knack for each trait. However, if you have a traitabove 5, you can learn an additional Glamour knack for that trait.

Using Sidhe Glamour: When you use a glamour knack based on a Sidhe legend, roll 1k1 (2k2 in Bryn Bresail);

on a result of 20 or higher the Sidhe in question notices you.

Country Vestenmannavnjar (Vendel)

Cost 40 HP for Full-Blooded.

20 HP for Half-Blooded.

Description Laerdom is the ancient study of “true names” of things and concepts. It was taught to the Vesten

by the gods at the dawn of time. Followers of Laerdom are called Skjaeren.

The various runes (Laerds) are described below. They are forged or written onto items, whichare then made part of a ritual to unlock that power.

Whenever you fail with a rune, you take 1 kept die in damage for every 5 you missed your TN by(round up).

You may only invoke a number of runes per day equal to your Wits.

You may only control up to your Brawn  in rune effects (via invoke or inscribe) at one time. Touse more requires a raise per excess rune on every action attempted. If you fail this, all the runesfail and burn out (if inscribed), and you take 1 kept die in damage per rune being used at thetime.

No person or thing may be affected by the same rune more than once at the same time.You may have up to your Brawn in inscribed non-weather runes at one time. If you exceed this,all the inscribed objects’ runes burn out and those objects may never be re-inscribed. Weatherrunes are not counted.

You may only “become” one rune, ever. 

In theory, you can work on every knack. In practice, you need to focus on 4 or 5 of them toachieve Adapt and Master levels.

Vendel may not reach Master, regardless of their ranks. Only Vesten may do so.

Despite not being one of the original four, Laerdom is technically a Bargain sorcery.

Reference PG 203-212; VV 97

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Apprentice You may invoke a rune. Invoking uses one action and a roll of Resolve+(rune knack) versus theinvoke TN. If successful, a dice effect lasts for 1 round plus 1 round per raise. A weather effectcovers a square mile and lasts 1 hour (apprentice), 3 miles and lasts 1 day (adept), or 10 miles and

lasts 1 week (master). You can cancel a weather effect at any time.

You may make runes only in a temporary way, such as on paper, sand, wood, glass, or other suchsurface.

Adept You may inscribe a rune. Inscribing uses 5 actions and a roll of Resolve+(rune knack) versus theinscribe TN. If successful, a dice effect lasts for one year, and the effect can be renewed. Theeffect may be passed to a person who says the object’s name (see below) while touching it, at

which point the effect lasts for 1 round plus 1 round per raise. A weather effect may be calledupon once like an invoke, and is then erased. The invoking person takes 1k1 damage.

You may inscribe runes into a permanent (non-living) surface. When doing so, you must name theobject and that object will be forever known as that name. Objects previously inscribed alreadyhave a name and you have to know it in order to re-inscribe the object. Objects previously

inscribed may never have a different rune than their original inscription placed on them.

Master Your may brand a rune into your skin permanently and become the rune. Becoming uses 10actions (which cannot happen in combat) and a roll of Resolve+(rune knack) versus the becomingTN. If successful, you gain the effects of the rune permanently to call upon at will. You take 2k2damage due to the branding. If you fail, you still take damage and must wait a week before tryingagain.

You may inscribe a rune that you have Become. This takes 10 actions and a roll of Resolve+(runeknack) versus the becoming TN. You also take 2k2 wounds. If successful, the rune is permanentlyon the object. If you fail, the object is ruined. Runes inscribed this way do not count against henumber of runes you may have inscribed at one time. They are activated like other inscribedrunes and the effect does count as one of the rune affects affecting you. Weather runes cause 2k1

wounds (instead of 1k1). You may only activate such an object once every 10 phases, minus 1phase for each -5 taken on your inscribe roll.

Bevegelse

(Empathy)

Invoke TN=20 Inscribe TN= 30 Become TN=40

This is the rune of empathy. Union of self with the outside world.

+2 unkept dice to any social interaction.

Ensomhet

(Solitude)

Invoke TN=15 Inscribe TN= 25 Become TN=40

This is the rune of cutting away the past in order to move forward.

+2 unkept dice to Resolve tests.

Fjell

(Mountain)

Invoke TN=15 Inscribe TN= 30 Become TN=40

This is the rune of sacrifice.

You may ignore one dramatic wound for the duration.

If you become a rune, you may ignore any one dramatic wound until it is healed.

Fornuft

(Gateway)

Invoke TN=20 Inscribe TN= 30 Become TN=40

You may view events at a place you are familiar with (invoke) / have seen for a shortwhile (inscribe) / have been to (become). Duration is 1 round plus 1 round per raise.During this time you close your eyes and cannot speak.

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Grenselos

(Unbound)

Invoke TN=15 Inscribe TN= 25 Become TN=40

All bindings and shackles fall off you.

Herje

(Ruin)

Invoke TN=20 Inscribe TN= 30 Become TN=40

Give a person a penalty of (your rank ) to their next roll against a TN. This is a one shot

effect and not a duration.

Host

(Harvest)

Invoke TN=20 Inscribe TN= 30 Become TN=40

You may take a  –1 rank on a knack for the duration of a story and at the end you getback this rank and 2 XP that can only be spent on raising that knack.

Kjolig

(Hatred)

Invoke TN=15 Inscribe TN= 25 Become TN=40

You may descrease the temperature within the area of affect to cause a freezingweather (or something more mild).

Kjott

(Flesh)

Invoke TN=15 Inscribe TN= 25 Become TN=40

This is the rune of self. Know yourself and be honest with yourself.

+2 unkept dice to resist attempts to fool or beguile you through magic or mundanemeans.

Total immunity to the Varsel (Omen) rune.

Krieg

(Warrior)

Invoke TN=15 Inscribe TN= 25 Become TN=40

+1 unkept die to Attack rolls.

Kyndighet

(Skill)

Invoke TN=15 Inscribe TN= 25 Become TN=40

You may re-roll one die during each combat round.

Lidenskap

(Passion)

Invoke TN=15 Inscribe TN= 25 Become TN=40

You may increase the temperature within the area of affect to cause a heat wave (orsomething more mild).

Nod

(Intensity)

Invoke TN=15 Inscribe TN= 25 Become TN=40

When acquiring this rune for the first time, choose “weather” or “emotion”. This

choice cannot change later. You are stuck with the choice forever.

Weather : Worsens weather in area by one level (storm<-gale<-breeze<-calm).

Emotion: +2 unkept dice when trying to promote aggressive behavior.

Reise

(Journey)

Invoke TN=15 Inscribe TN= 25 Become TN=40

+2 unkept dice to perception tests.

Sinne

(Anger)

Invoke TN=15 Inscribe TN= 25 Become TN=40

+2 unkept dice to Brawn skill checks.

Stans

(Calm)

Invoke TN=10 Inscribe TN= 20 Become TN=35

When acquiring this rune for the first time, choose “weather” or “emotion”. This

choice cannot change later. You are stuck with the choice forever.

Weather : Stills weather in area by one level (storm->gale->breeze->calm).

Emotion: +2 unkept dice when trying to calm another’s mood.

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Sterk

(Wholeness)

Invoke TN=15 Inscribe TN= 25 Become TN=40

This is the rune of defense.

+5 to your passive defense TN.

Storsaed

(Greatness)

Invoke TN=15 Inscribe TN= 25 Become TN=40

This is the rune of the young, untrained hero.

The number of raises you make when doing this rune should be recorded (to amaximum of your lowest trait). When invoked, you may divide that number of +5 onroll among all present… which are applied to that person’s next action roll.

If you become a rune, ignore the number of raises. It is always equal to your lowesttrait and you can divide them up during each scene as you see fit.

Styrke

(Strength)

Invoke TN=15 Inscribe TN= 25 Become TN=40

This is the rune of strength.

+1 unkept die to all damage rolls.

Tungsinn

(Gloom)

Invoke TN=15 Inscribe TN= 25 Become TN=40

+2 unkept dice to an attempt to cause depression or fear in another person.

Uvitenhet

(Mystery)

Invoke TN=20 Inscribe TN= 30 Become TN=40

This is the rune of hiding the truth.

+2 unkept dice to all rolls to deceive someone.

Counteracts the Fornuft (Gateway) rune within a 50 foot radius.

Varsel

(Omen)

Invoke TN=15 Inscribe TN= 25 Become TN=40

Only those you wish to speak to understand you. Others hear a garbled foreign

language.

Velstand

(Wealth)

Invoke TN=10 Inscribe TN= 20 Become TN=35

When acquiring this rune for the first time, choose “money” or “wisdom”. This choice

cannot change later. You are stuck with the choice forever.

Money : All money (other than regular income) you acquire is doubled.

Wisdom: You may tap into hereditary memory and ask the GM a question, which isanswered by a flashback to another Skjaeren of the Wealth rune’s experiences. 

Villskap

(Fury)

Invoke TN=15 Inscribe TN= 25 Become TN=40

You may fire a lightning bolt. Range is 25 yards (apprentice) / 50 yards (adept) / 75

yards (master).Attack roll and damage roll are Mastery level (1=apprentice, 2=adept, 3=master) +Rank in this rune keep Mastery level.

Country Avalon, Montaigne, sometimes Vodacce

Cost 40 HP for Full-Blooded.

20 HP for Half-Blooded.

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Description Mirror magic.

Notes Some knacks require a ‘known’ mirror. A mirror is known if you can picture its reflection.  

If the mirror has been moved from the last time you saw it by more than twenty feet, or placedin another room, it is no longer known.

Reference NO 35

Apprentice You can push your arm into a mirror and leave anything you can carry inside the reflection. Youcan leave things in the reflection in such a way that they can't be seen by anyone viewing themirror.

Adept You can step into the mirror completely, as long as you can fit through the frame. If the mirror isbroken you are trapped there unless a master can bring you out. You cannot leave the room themirror reflects, doors and windows just won’t open. If outside, reality just seems to blur and fade

away where the mirror can’t reflect the real world. A room appears just as it would in the real

world, only back to front. You can hide in the mirror, and be seen only when you wish, or byanother Mirage magician of equal or greater rank. Using this power you can reach out of themirror to touch a viewer, or attack their reflection on the inside.

Master You can step into one mirror and travel to the reflection of any mirror you know. There you canstep out, or attack anyone looking into the mirror.

Viewing Look into a mirror and see the reflection from any other mirror you know (mirror is in the nextroom: TN 5, next village: TN 10, next city: TN 15, next country: TN 25).

Farsight Look into a mirror and see what it will reflect in the future (one day: TN 10, one week: TN 15,one year: TN 25, 100 years: TN 40).

If you are not at the mirror, you may first link to it using Viewing.

Pastsight As for Farsight, but for the past rather than the future.

SoulStealing

Once per day you can use this knack to drain the soul of a victim. You must be in contact withthe victim as they look into a mirror, or inside the mirror they are looking into.

Roll this knack against a TN equal to 5 x the victim’s Resolve. Success gives the victim one

shadow point; failure means the victim is aware something is wrong.

Your victim obeys your orders unless they succeed at a Resolve check against a TN equal to 5 x

the number of shadow points they have, with a Free Raise if they are aware of theirenchantment.

Every day, your victim must roll Wits against a TN equal to 5 x their total shadow points; if theyfail they must attempt suicide by the most expedient means. Once your victim fails this roll, it isautomatically failed every day until they lose at least one shadow point.

For each full day a victim avoids seeing their reflection, they lose one shadow point; to pass amirror without looking into it requires a Wits roll against a TV equal to 5 times their total shadowpoints.

You may have only one victim at a time.

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Bring You can use 1 action to open a doorway and a second action to reach in and bring a bloodedobject to you. Roll Resolve+Bring with a TN of 20.

You can Bring an item that is in a locked box with no sign of entry. If you Bring an item that isunderwater, it shows up wet but you don’t feel water and no water rushes through. 

You may also use this knack to hand off an object to another Porté sorcerer. Use 1 action to

alert the other sorcerer and a second to hand it off. The other sorcerer uses an action to opentheir portal and a second action to bring the object through. TN depends on closeness ofbloodlines:

  twins= 5

  father/mother/son/daughter= 10

 

brother/sister= 15

  aunt/uncle/nephew/neice= 20

  first cousin=25

 

other related and any non-related= 30

Catch You may use this knack as an active defense against firearms and other projectiles. A smallportal is opened and the bullet or projectile is lost. You get a Free Raise on rolls against slower

projectiles such as arrows and thrown objects.

Pocket You can use an action to put an object into or bring an object out of a hidden “pocket” in the

air. This pocket may hold any non-living objects which hold their shape (no liquids withoutcontainers) massing up to 10 pounds times your rank in this knack.

There is a small chance that the objects may disappear, so it is not totally safe. Also, if youexceed the weight limit, all objects are lost.

Sensing Master level only

You can sense an opening portal within 50 yards with a successful Wits + Sensing roll. The TNdepends on the size of the gateway: 15 for a full gateway, 20 for a single sorcerer, 30 for a smallgateway used to bring an item.

By making a Resolve + Sensing roll you can attempt to close a portal that you have sensed (youmust be close enough to touch the gateway). Add half your result for this roll to the TN for theother sorcerer to open the gateway; if this new TN is higher than the opposing sorcerer’s roll,

the portal begins to collapse. The opposing sorcerer has one chance to stop the portal closingby rolling against this new TN.

Walk You can use 2 actions (+1 per extra person) to open a doorway and 5 actions (+2 per extraperson) to move through to a blooded object. Roll Resolve+Walk with a TN of 20. Every personcoming with you raises the TN by 10. For every time you raise the TN by 10, you can lower thewalking time by 1 action.

At Journeyman level, you may use this knack while falling to Walk to an object. The TN dependson how many levels the fall is: 1= TN 30, 2= TN 25, 3= TN 20, 4= TN 15, 5= TN 10, 6+=TN 5.

If the object being Walked to isn’t in a large enough space for you to appear, you are lost unless

you choose a different object to Walk to. Note that you must be at Adept level to open a largeenough doorway for yourself and at Master level to open one for others to come with you.

In the “walkway” between doorways, if someone opens their eyes they may be lost forever.

Occasionally something tries to make you open your eyes. Roll Resolve with a TN of 10 to keepyour eyes shut.

Any person moving through a doorway suffers 1k1 rounds with a  –2 unkept dice on all actionsas a form of “portal sickness”. Someone with Porté sorcery suffers for their Resolve fewer

rounds.

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Country Ussura

Cost 40 HP for Full-Blooded.20 HP for Half-Blooded.

Description Pyeryem is a form of mystic art granted to the Ussurans by a relationship with Matushka(mother Ussura).

To gain use of an animal’s form, the sorcerer bargains with one of the animals. The anima l givesover access to the form in exchange for living as long as the sorcerer (plus possible other costs).

If you roll less than ½ the required TN on any form change, you cannot try to transform againuntil the next dawn.

Reference PG 214-219

Apprentice You may transform fully into animal form. In that form you receive all the listed boons for theanimal, and you may speak with other animals (using the Speak knack) and with humans withPyeryem (but not with other humans).

To transform takes 1 action and 1 Drama Die. Roll against the form’s TN.

Use the Man knack to transform back to human form. This transformation does not cost a DramaDie.

Adept You may partially transform, using 1 action and 1 Drama Die to take on one boon (or group of

boons) as specified by the animal form. Only the part of the body associated with that boontransforms. Roll against the form's TN.

You may do multiple partial transformation, but each body part may only be affected once, andyou may have only one such boon per animal form.

The Man knack is used to transform back, undoing any or all partial transformations by yourchoice.

Master You may gain any or all “boons” for a given animal form by using 1 action and 1 Drama Die. Roll

against the animal form's TN. This does not involve any physical transformation. You can cancelthis at will (you do not need to use the Man knack). The effect ends at the next dawn if notcancelled before then.

AnimalForm

Each animal form is considered a separate knack.

Roll Resolve + Animal Form to change into an animal. The TN changes by animal type and you canonly do animal forms you have “learned”.  

When in animal form you may use your Animal Form knack as your attack knack; you do 0k1damage unless you have an attack boon with a different damage rating.

Man Roll Resolve + Man to change back to human form with a TN of 15.

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Speak Within Ussura you can speak to all animals regardless of this rank. Outside Ussura, rollResolve+Speak against a TN determined by the GM. This TN will be higher the further you are fromUssura and the more domesticated the animal is.

Animal TN Boons

Asprey 20 Armour (+10); Brawn -1

Attack (0k2 bite)

Flight; No Grasping Limbs

Speed

Boar 15 Brawn +1

Attack (0k3 gore)

Speed; No Grasping Limbs

Boca 10 Armour (+10); Brawn -1

Leaping; No Fine Manipulation

Cat 15 Finesse +1; Brawn -2

Climb

Falling

Keen Hearing

Night Vision

No Grasping Limbs; SilenceDrachen 45 Brawn +3

Armor (+10)

Attack (0k3 bite)

Attack (0k2 claw)

Duck 15 Flight; No Grasping Limbs

Hold Breath

Swimming

Firebird 30 Armour (+10)Flight; No Fine Manipulation

Attack (0k3 bite)

Fish 10 Breathe Water

Swimming; No Grasping Limbs

Frog 15 Hold Breath

Leaping

Swimming; No Fine Manipulation

Goat 10 Brawn +2; No Grasping Limbs

Attack (0k2 gore)

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Animal TN Boons

Goshawk 15 Brawn -2; Speed

Attack (0k2 claw)

Flight; No Fine Manipulation

Keen Sight

Hinde 35 Finesse +3; No Grasping Limbs

Armour (+10)

Attack (0k2 gore)

Leaping

Speed

Horse 15 Brawn +2; No Grasping Limbs

Armour (+5)

Speed

Bear (Kodiak) 35 Brawn +3; Finesse - 2

Attack (0k2 bite)

Attack (0k3 claw); No Fine Manipulation

Keen Smell

Swimming

Warmth

Monkey 20 Finesse +1

Climb

Falling

Mouse 15 Armour (+10); Brawn -3

Keen Hearing

Keen Smell

Night Vision

No Fine Manipulation

Silence

Otter 15 Brawn -1; SwimmingHold Breath

Keen Smell

Owl 10 Brawn -1

Finesse -1

Flight; No Fine Manipulation

Night Vision

Silence

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Animal TN Boons

Rabbit 15 Armour (+5); Brawn -2

Burrow

Keen Hearing

Keen Sight

Leaping

Speed; No Grasping Limbs

Raven 15 Armour (+5)

Flight; No Fine Manipulation

Red Fox 15 Armour (+5); Brawn -1

Howl

Keen Smell

Leaping

Silence; No Grasping Limbs

Reindeer 10 Finesse +1; No Grasping Limbs

Attack (0k2 gore)

Warmth;

Snake 20 Finesse +1

Attack (0k2 bite); Poor Hearing

Burrow

Climb

Silence

Speed; No Grasping Limbs

Snow Leopard 35 Brawn +2

Attack (0k2 claw); No Grasping Limbs

Climb

Keen Smell

Leaping

Poor SightSpeed

Warmth

Songbird 15 Finesse +2

Armour (+10); Brawn -3

Flight; No Fine Manipulation

Turtle 15 Armour (+10); Finesse -1

Hold Breath

Swimming

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Animal TN Boons

Wolf 25 Brawn +1; No Grasping Limbs

Attack (0k2 bite)

Howl

Keen Hearing

Keen Smell

Silence

Boon Effect

Armor Bonus to passive defense TN

Attack Attack using your Animal Form knack

Breathe Water The drowning rules apply to you in air instead of in water

Burrow You can dig at 2*Finesse inches per round

Climb +3 unkept dice on Clumbing rolls

Falling +1 rank in Break Fall knack

Flight Can fly

Hold Breath As if +3 Resolve for purposes of drowning rules

Howl Can communicate with other animals and Pyeryem humans over distances of up to 5miles

Keen Hearing +3 unkept dice on perception rolls involving hearing

Keen Sight +3 unkept dice on perception rolls involving sight

Keen Smell +3 unkept dice on perception rolls involving smell

Leaping +3 unkept dice on Leaping rolls

Night Vision Can see in near total darkness; at –1 unkept die while in bright light

No FineManipulation

Lose highest die on rolls requiring manual action

No Grasping Limbs You cannot hold or manipulate anything, except perhaps with your mouth

Poor Hearing -2 unkept dice on perception rolls involving hearing

Poor Sight -2 unkept dice on perception rolls involving sight

Silence +3 unkept dice on Stealth rolls

Speed +1 unkept action die each round

Swimming Movement is unimpeded while swimming

Warmth Extreme cold does not bother you; extreme heat bothers you at double the effect

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Country Vodacce

Cost 40 HP for Full-Blooded.20 HP for Half-Blooded.

The Scholar skill costs double for you, as does literacy in any language.

Description Sorte first appeared with one of the senators of the Old Empire in Numa.

Only women may have this sorcery. They are commonly called Fate Witches.

Fate witches learn to see strands (relationships between people) first through the use of tarotcards (called a sorte deck). They can also see them, but tend to think of them in terms of cardsanyway.

Strands have a type and strength, which can always be seen. The type is Coins, Cups, Staves, and

Swords. The strength is ranked from 1 (weakest) to 10 (strongest).Strands have end points. If the person at the other end is not visible, you can only see thedirection of the strand.

A strand cannot be altered if a Court Card is on it. This happens if:

 

Squire: the strand is too new and unstable

  Knight: the strand is too powerful

  Queen: the strand is splitting into two strands

 

King: the strand is too old and stable

Strands may be seen as getting stronger (twisting), weaker (fraying), or as broken (remnantsafter being severed).

FateLashes

Whenever a fate witch explodes a die 2 or more times (any single die of 20 or more) on a Sorteknack, they get a Fate Lash. You may choose not to explode a die. A Fate Lash causes theimmediate loss of 3 Drama Dice. For each die short, take a dramatic wound that won't heal for 3months.

Reference PG 219-223; VO 88-90; BV 11-18

Apprentice You may see the single most important strand for a person.

You may see a specific relationship between two people using a roll of Wits + appropriate Sorte

knack with a TN of 15.

Adept You may see the two most important strands for a person.

You may alter fate by tightening or loosening a strand. Roll Resolve + appropriate Sorte knackwith a TN of 10 times the amount you want to change the strength of a strand by. This is donecarefully since how the change takes place is impossible to control and may take a while to takeeffect.

You may alter fate by stretching a strand to change a single die roll. Roll Resolve + appropriateSorte knack with a TN of 15 times the number of unkept dice you want to add or subtract fromthat person's roll.

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Master You may see the three most important strands for a person.

You may alter fate by creating or destroying a fate strand. Roll Resolve + appropriate Sorte knackwith a TN of 40 (destroy) or 50 (create). This can be very dramatic and immediate. It can also bedangerous because all other threads on the two persons are also altered and you becomeattached to both those persons in an unknown way.

Arcana This knack is used to see Arcana. Roll Resolve + Arcana knack against TN 15 to see whicharcana (if any) your target has.

Coins Commerce. Yellow. Business or financial relationships.

Cups Passion. Blue. Emotional relationships.

Staves Authority. Green. A relationship based on status or respect.

Swords Conflict. Red. Emotional or physical conflict.

Black Strand Requires Adept  status.

This type of strand relates to death.

Curses andBlessings

A curse or blessing is made by looking a person in the eyes, saying their name 3 times and thenkissing them. Roll Resolve+Sorte knack. The person receives 1 blessing or curse die for every 15rolled (round down). You receive 1 curse die for every 10 rolled (round down).

A blessing die becomes an extra unexploding kept die on all rolls related to the specified stranduntil that die rolls a 1. A curse die becomes an extra unexploding negative kept die on all rollsrelated to the specified strand until that die rolls a 10.

An optional rule suggests that the target receives blessing or curse dice for every 10 rolled, andthe strega receives curse dice for every 15 rolles.

Fate’s

AttentionMeet your target’s eyes and roll Resolve + Sorte knack; your target is cursed for 1 day for every

20 you roll.

 

Cups: Provoke arguments with loved ones and friends

  Coins: Uncover old debts and inspire robbery

  Staves: Make business dealings go badly

  Swords: Make combat harder

General Scan Roll Resolve + your lowest Sorte knack. For every 15 you roll, you learn one piece ofinformation about the target. It must be something that could be determined from looking atthe strands.

Music You may add your Sorte mastery level in unkept dice to your Composer knack.

If you also spend a drama die on the composition, it may have some magical effect on thosethat listen to the work.

SorteTracking

You can follow a strand to find either of the people it connects. Note that unless you arefollowing your own strand, you may not know for sure who the strand leads to.

Roll Wits + your Sorte knack against a TN of 15 every hour. If you fail you must relocate yourstrand, starting at either end.

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Weaving Requires Adept  status.

You may manipulate the Sorte strands around a target for primarily aesthetic purposes.

Roll Panache + your lowest Sorte knack. For every 20 you roll, your target receives one unkeptdie on all social rolls.

If you get a fate lash when working on your design your target suffers one curse die for eachstrand type.

You can attempt this multiple times for the same target; you receive one bonus unkept die onyour roll for every 15 you rolled on your last check. You target’s previous bonus is replaced by

the new bonus, if any.

Clutching Requires Adept  status.

You may reach out and pull many of a target’s strands, creating a disorienting effect. You mustbe within 5’ of your target. 

Roll Resolve + your lowest Sorte knack (other than the Arcana and Black Strand knacks) againsta TN of 15. If you succeed your target loses their next action, plus one per raise.

Hastening Requires Master  status.

This power allows you to increase the strength of a black strand.

Roll Resolve + Black Strand against a TN of 20; success adds one level to the strength of theblack strand, plus one level per raise.

Locking Requires Master  status.

See the strand by making a Wits + Black Strand roll against TN 15; even if you succeed theexistence of a black strand is at the discretion of the GM (black strands only form when thereis a danger of death).

You may then attempt to lock the strand by making a Resolve + Black Strand roll against a TNof 50; if you succeed a black strand is created at strength 1.

Tuning Requires Master  status.

Use this power to convert the imminent death of a black strand into several ‘near misses’; thetarget is effectively cursed with bad luck.

Stare at your target for one minute, and then roll Resolve + Black Strand against a TN of 50. Ifthis roll is a success your target will suffer one near death experience (or piece of bad luck)every day for each level of the strand.

Any of these experiences may still kill your target; death has not been averted, merelypostponed.

Killing Requires Master  status.

Using Sorte in this way takes a heavy toll on the strega’s mind. Make a Wits check against TN20; the GM decides the effects on your sanity if you fail this roll.

Create fate lashes by manipulating strands as normal; avoid taking the damage yourself byrolling Finesse + the appropriate Sorte knack against a TN of 20. If this roll is a success, the lashaffects your target rather than yourself.

If you generate more than one fate lash, the TN to avoid them becomes 25; you must roll toavoid each lash separately.

If you are using this ability as a reaction against an unplanned fate lash, raise the TN by 10.

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A card spread takes 10 minutes of uninterrupted time to perform.

CoinsSpread

Spend 1 drama die (or recipient spends 2 drama dice). Roll your Coins knack in kept dice, and addthat amount of gold to the recipient's next month of income. This knack may be performed asoften as it can be paid for.

CupsSpread

Spend 2 drama dice (or recipient spends 4 drama dice). Roll your Cups knack in kept dice, and forevery 15 points rolled, the recipient gets +1 unkept die on charm repartee attempts against onetarget for a month. This knack may be performed as often as it can be paid for.

StavesSpread

Requires Adept  status.

Spend 3 drama dice (or recipient spends 6 drama dice). Roll your Staves knack in kept dice, andadd the total to the recipient's reputation for the next month. This knack may be performed asoften as it can be paid for.

SwordsSpread

Requires Adept  status.

Spend 4 drama dice (or recipient spends 8 drama dice). Add one destiny die to an ordinaryweapon (not Dracheneisen, puzzle sword, etc.) as per the Twisted Blade  advantage. This knackmay be performed as often as it can be paid for, but you cannot have more destiny dice soenchanted than your Swords knack rank. You can cancel the bonus dice at any time.

BlackStrandSpread

Requires Master  status.

Spend 5 drama dice. Roll your Black Strand knack in kept dice, and for every 15 points rolled, therecipient adds 1 year to the start of the Middle Aged and Old categories of aging. This knack maybe performed as much as it can be paid for, but if a Fate Lash occurs then all benefits for therecipient from this knack in the past are also lost.

ArcanaSpread

Requires Master  status.

Spend 10 drama dice and two months of labor to weave a tapestry. The target's arcana isreplaced by the one specified for the coming 10-X months, where X is the target's Resolve. Thisknack may be performed as often as it can be paid for, but you may have only 3 tapestries activeat any one time.

Sorte rituals are not widely known; they may be bought during play for 5+ XP, taught by more experiencedstrega or (at the GM’s discretion) bought as advantages for 5 HP. 

Hunter’s

BindingUsed to help the strega locate an enemy. The recipient offers his blood in a bowl, in which youwash your hands. Taking the strand to the recipient’s enemy, you roll Resolve + Swords against a

TN equal to 25 minus the strand’s strength. If this roll is a success you and the recipient both

spend a DD. This allows you to coat the strand with the recipient’s blood, making it visible to the

recipient – but as the enemy gets nearer it becomes visible to them as well.

Identify This ritual allows you to identify the target of one of your strands. Taking the strand you spend aDD and receive a vision of the last time you saw the person.

Marking You can use this ritual to mark an item as being yours. The mark is only visible to other strega.

Take the item and roll Resolve + Arcana against TN 20 (or 30 to mark a person you are workingon). If the roll is a success the item is marked.

Other strega can learn the mastery level of the strega who created a mark by rolling Wits +Arcana against TN 20.

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StoneWeaving

This ritual allows you to reinforce the structure of a building (essential for the towers ofVodacce’s island cities). 

Stand at the building’s foundation and roll Resolve + Arcana; for every 10 points you roll you can

invest one of your own DD into the building. Multiple strega can perform this ritualsimultaneously.

For every 3 DD invested in this way, a bonus DD is granted to the building.

The people designing and building the structure can use these DD for any roll related to it.

The ritual can only be performed once per building.

Spider inthe Web

With this ritual you can communicate with another strega you have a strand to.

You must concentrate on the strand and beat it to create a pulse for the other strega to hear.The other strega rolls Wits + appropriate Sorte knack against a TN of 15 to detect the call.

The rules of the communication are:

  Both strega must concentrate on the communication for its duration.

 

Both words and images can be sent along the strand, but only concepts relating to the

strand’s domain. 

When the conversation ends, both strega must roll Resolve + appropriate Sorte knack against aTN of 5 for every 5 minutes it lasted; if either roll fails, the strength of the strand is weakened by1 level.

Binding NPC only.

This ritual denies a strega the use of her powers.

The punishing strega and the victim make a contested Resolve + Arcana roll. The punishingstrega (of which there can be one or many) receive a bonus number of unkept dice equal to thenumber of punishing strega. If any of the punishing strega beat the victim’s roll, the vi ctimcannot use her Sorte powers for a year and a day.

TheCrowning

NPC only.

This ritual is used to punish wayward strega by permanently limiting their powers.

Three or more strega weave a crown of strands around the victim’s head. They roll Resolve +

Arcana against a TN of 10 + 5 for each rank the victim has in the Arcana knack, and spend 2 DD.

If at least three strega succeed on their rolls, the ritual has two effects:

 

The victim gains a permanent afterimage on their arcana. This is visible to any strega whoview the victim’s arcana. 

  The victim can never raise any Sorte knack above rank 4, and any Sorte knacks alreadyabove 4 are reduced to 4. This limits the victim to Adept level.

Curse ofthe Sisters

NPC only.

This ritual is similar to the apprentice power, but multiple strega can perform it simultaneously.

The strega performing the ritual must have something from the target (such as a lock of hair, ora possession). The target need not be present; the ritual can be performed at any distance.

Each strega performing the ritual rolls to curse (or bless) the target as normal; their results areadded to determine the number of curse or blessing dice the target receives (one for every 15points rolled) and the number of curse dice recived by the strega performing the ritual (one forevery 10 points rolled). These curse dice may be distributed between the strega in any way theysee fit.

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Adept You may spend a Drama Die to cause a single object under 3 feet tall or up to 1 cubic foot ofmaterial to become pitted and rusted. You may affect stone and metal.

You may take a -5 penalty on any Zerstörung roll to affect two items (or 2 cubic feet) instead ofone.

Master You may spend a Drama Die to cause a dramatic wound to a person (or creature up to horse

size). You must touch the person for 3 actions (they won't feel anything until the third action iscompleted). You may do up to 2 additional dramatic wounds at the cost of an extra Drama Dieand a -10 penalty to the roll for each additional wound.

You may take a -10 penalty on any Zerstörung roll to affect three items (or 3 cubic feet) insteadof one or two.

Disintegration For each rank in this knack, you may reduce 1 cubic foot to dust instead of simply corrodingit. At rank 5, you may reduce all of the affected object(s) regardless of size.

Distant Touch Your rank in this knack may never be higher than your rank in Indirect Touch.

You may affect objects at a distance with no need to touch at all. Rank 1= 1 foot, 2= 2 feet, 3=5 feet, 4= 10 feet, 5= 20 feet.

FastApplicaton

You may affect an object using just one action by making a roll of Wits (no knack) versus a TNof 30 minus 5 times your rank in this knack.

FocussedEffect

You may affect just part of an object. Roll Resolve (no knack) versus a TN of 30 minus 5 timesyour rank in this knack. If you fail this roll, the entire object is affected.

Indirect Touch Roll Resolve+this knack with a TN of 10 plus 5 times the number of layers of materialbetween your flesh and the target object. A layer thicker than 5 feet counts as one layer per5 feet.

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Country Vendel

Cost 10 HP

Description You study the stars to find ways to help or hinder others.

Reference VV 98

You may roll Wits + Astronomy with a TN of 15 to help or hinder someone.

  If you help someone, their mass combat checks for this scene are +2 and the TN for all their rolls isdecreased by 3.

  If you hinder, their mass combat checks for this scene are at -2 (minimum 1) and the TN for all their rolls isincreased by 3.

For +10 TN you can make either last for a whole act.

Only one Astrologer can affect a person at a time. To override another Astrologer, you need to make moreadditional raises than they did.

Country Avalon

Cost 20 HP

Description Druids are a special order with many secrets. They are de-facto judges in Avalon for civildisputes.

Almost all Druids have Bard , Doctor , and Hunter  skills.

Druids have 5 knacks but which knack is used for rolls isn’t under their control; it depends on the

time and date. The knacks are:

  Spring: April 1 – June 30.

  Summer: July 1 – September 30.

  Autumn: October 1 – December 30.

  Winter: January 1 – March 31.

  Moon: At nights (if not new moon).

No knack is usable on nights of a new moon or on the Prophet’s Mass (December 31). 

Reference AV 98-101

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Apprentice  Auspices

Three times per story, you may add your rank in your appropriate Druid knack to anotherperson’s roll after they roll. No roll by you is required. 

Adept Bard

You may place a Lesser Gesa on someone. You may have no more than three in effect at onetime, and no one person can have more than two at one time.

A Lesser Gesa restricts the person’s actions. As long as they follow the restriction, they get +1 XP

at end of each story. Sample lesser gesa are:

 

Must never remove boots

  Must never remove sword

  Must keep his head shaved

  Must never wash

  Must not give his name to strangers

 

Must insult anyone when he first meets them

  Must not eat (pig / cow / chicken)

  Must never (eat / drink) (alone / in public)

  Must never ask for a reward and / or refuse it if it is offered

  Must never use (sword / pistol / knife)

 

Must never fight a man before noon

  Must never refuse the demand of a (lady / lord)

To place a Lesser Gesa, say it in front of the person, roll Wits + appropriate Druid knack against aTN of 20, and spend drama dice (1 if the gesa is hard to avoid breaking, 2 if it is annoying to avoidbreaking, 3 if it is easy to avoid breaking).

Once broken, a person cannot get a new Gesa until the next story.Master Ollamdh

You may place a Greater Gesa on someone. You may have no more than one in effect at a time,and no one person can have more than one at one time.

A Greater Gesa sets conditions under which the person may or may not be killed, such as:

 

Can only be killed by (fire / sword / pistol)

  Can only be killed on a (sunny / rainy) day

  Can only be killed while (standing under the moon / in pitch darkness)

  Cannot be killed by (edged / blunt / firearms) weapons

  Cannot be killed by (a bearded man / a left-handed woman / a bald man)

 

Can only be killed by (a newborn babe / your own horse)When confronted with your weakness:

  You cannot spend drama dice.

  You cannot actively defend.

  Dramatic wounds inflicted during this time cannot be healed by any means.

 

You are killed instead of knocked out when you have dramatic wounds equal to twice yourresolve.

To place a Greater Gesa, say it in front of the person, roll Wits + appropriate Druid knack againsta TN of 40, and spend 3 drama dice.

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These modifiers affect your rolls to cast gesa:

  Spoken in Queen Elaine’s court: +2k2  

 

Spoken in any other court: +1k1

 

Target’s reputation is greater than 50: +2k0

  Caster’s reputation is greater than 50: +1k1 

  Caster is a bard: +1k1

  Caster is a druid: +2k2

Country Vesten

Cost 20 HPDescription You can transfer wounds from others onto yourself.

Reference VV 100

You can touch someone and spend a drama die and roll Resolve against TN 10 to transfer their flesh wounds toyou. For each +5 TN you can also transfer one dramatic wound.

You can touch and spend a drama die and roll Resolve against TN 15 to lose one dramatic wound and do 2k2wounds to another person (these wounds act like a firearm for purposes of extra dramatic wounds).

You can touch and spend a drama die (with no roll) to transfer one dose of poison or illness to you.

You can touch and spend a drama die and roll Resolve against TN 20 to transfer one dose of poison or illnessfrom yourself to another person.

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A character's traits define how good he or she is at doing things. Traits are very   important, since on almostevery roll you keep a number of dice equal to a trait.

Trait Basic Description

Brawn Strength

Finesse Dexterity

Wits Intelligence and quick thinkingResolve Constitution and willpower

Panache Charisma and personal style

The maximum value for a trait during play is rank 5.

People you encounter are classified into three tiers. In descending order of threat these are:

  Villains: There are generally very few of these, but they are your equal in every way.

 

Henchmen: There are more henchmen around than villains, but they are more easily dealt with.

  Brutes: Brutes are the nameless rank-and-file extras you will encounter. They are usually encountered ingroups known as Brute Squads.

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The most common mechanic you will need is Roll and Keep. You may be asked to test a trait (such as Brawnfor lifting something); more usually you will be asked to test a trait and a knack together (expressed as, forexample, Panache + Fashion).

To test against a trait, roll a number of d10 equal to the number of ranks you have in the trait and sum theresults. If this result is equal to or higher than the Target Number (TN), it’s a success.  

To test against a trait + knack, roll a number of d10 equal to the sum of the ranks in the trait and the knack, butonly keep a number equal to your trait. This is shortened to (trait ranks + knack ranks) keep (trait ranks); forexample, 3k2.

You never roll more than 10 dice. If you would roll (or keep) more than 10 dice:

  Any rolled dice over 10 become kept dice (so, for example, 12k3 becomes 10k5).

  Any kept dice over 10 become +10 to your roll (so 12k10 would become 10k12, which would become10k10 +20).

There are two complications to be aware of: what happens when you roll a 10, and Raises.

What happens when you roll a 10 depends on your character’s current state.  

  Most often, whenever you roll a 10 it ‘explodes’; roll again and add 10 to the result. If the new roll is also a

10, keep going; there is no upper limit.  If you have taken enough damage to become Crippled (see below), your 10s do not explode; they count as

10s.

 

If you’re rolling against a knack you don’t have any ranks in, your 10s count as 0s. Usually the TN will be

increased as well.

Taking a Raise on a roll adds 5 to the TN, but increases the effect (for example, taking a Raise on an attackgives you a bonus unkept die for the attack’s damage).  

  Taking a raise on an attack roll adds 1k0 to damage if the attack is successful.

  Taking a raise for an action that takes multiple actions to perform reduces the time taken by one action.

Some knacks state how many Raises must be taken for a specific effect (for example, taking two Raises on aDisarm roll means you end up holding the weapon).

You can take as many Raises on a roll as you like, but you must state the number of Raises you are takingbefore you make the roll. If you miss the increased TN, you fail the roll.

From time to time Free Raises will be given to you for advantageous conditions or special abilities; a Free Raiseadds 5 to your roll.

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You start each session with a number of Drama Dice (DD) equal to your lowest trait; the GM also has a pool ofDD (equal to the number of heroes, plus the highest trait of any hero). You can spend DD in the followingways:

 

To roll and keep an extra die on a roll; this can be done after you’ve rolled, but not before the GM has

indicated the success or failure of your action. Spending a DD in this way adds it to the GM’s pool.  

 

To activate a villain’s arcana (this can be risky if you don’t know what it is).  

  To activate your virtue, or to stop the GM activating your hubris.

  Some forms of sorcery and some combat Schools require DD to use.

You can gain additional DD during game sessions by performing particularly heroic or dramatic actions.

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You gain XP at the end of playing sessions. Typically XP comes from three sources:

  At the end of a session, the GM awards XP for each hero based on roleplaying, objectives met, obstaclesovercome, etc.

 

Any unspent drama dice are converted into XP.

  If a hero’s background has featured in the session, the hero receives XP depending on how heavilyfeatured the background was. If the background was not the focus of the session, the hero receives 1 XP.If the background was the focus of the session, the hero receives a number of XP equal to the rank of the

background. If the background was resolved in the session, the hero receives a number of XP equal totwice the rank of the background.

Experience can be spent in the following ways:

  To raise a trait costs (5 x the new rank) XP.

 

To raise a knack, whether basic or advanced, costs (2 x the new rank) XP. This includes sorcerous knacksand Knacks.

 

To buy a skill, whether civil or martial, costs 10 XP. You gain a free rank in each of the skill’s basic knacks,

unless you already have 3 ranks in the knack.

  To buy a combat School costs 50 XP (80 XP for a foreign School).

  To buy a language costs three times the language’s HP cost.  

You cannot buy sorcery with XP, although buying a shamanism might be possible. You cannot usually buyadvantages, but if the GM allows it the cost of an advantage in XP is typically three times its HP cost.

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At the beginning of each round, roll a number of dice equal to your Panache (these dice do not explode). Theseresults are the phases in which you act; phase 1 is the first phase of the round, phase 10 is the last phase. Youmay have more than one action for the same phase.

Your Initiative Total is the sum of all the phases you have actions left for. If two or more characters attempt toact in the same phase, the character with the highest initiative goes first.

You can hold an action if you want to act in a later phase  – this is called a held action.

If you need to act but have no action for the current phase, you can give up two upcoming actions in order togain an action in the current phase – this is called an interrupt action.

Several knacks can be used for defence. The default one is Footwork; others include Balance and Parry. The

one you use depends on your situation; if you’re climbing, your defence knack is Climbing. You shouldnominate the knack you are using for defence when combat begins.

The TN for someone to hit you is your Passive Defence. This is 5 + (5 x your rank in the knack); for example, acharacter with Footwork 3 has a Footwork Passive Defence of 20.

This is the easy bit. Pick an attack knack such as Attack (fencing). To hit, roll Finesse + your attack knack againsta TN equal to your opponent’s Passive Defence. 

Descriptions of ranged weapons give a maximum range (in yards) and two range modifiers: one for short rangeand one for long range.

  For targets at up to half of the weapon’s maximum range, apply the short range modifier to your attack

roll.

  For targets up to the maximum range, apply the long range modifier to your attack roll.

 

Targets further away than the weapon’s maximum range cannot be attacked. 

If you are attacking with a firearm, there is no range penalty when you are firing at a target up to 10’ away.  

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You can take raises on your attack roll to make a called shot and hit a particular body part:

Body Part Raises

Arm / leg / chest 2

Foot / hand 3

Face 4

If an opponent gets past your Passive Defence and you have an action to spend, you can make an ActiveDefence to avoid being hit. This requires an action; if you do not have an action in the current phase you must

spend a held action (if you have one from earlier in the round) or an interrupt action.

Roll of Wits + your defence knack against a TN equal to the result of your opponent’s attack roll.  If you succeedyou have defended yourself against the attack and take no damage; otherwise you take damage as normal.

You cannot make an Active Defence against firearms or artillery.

Exception: When fighting in shallow water, you must use Balance as your defence knack. However, your activedefence rolls are Brawn + Balance, rather than Finesse + Balance.

Damage is expressed in terms of Flesh Wounds and Dramatic Wounds. Flesh Wounds are insignificant bruisesand scratches; Dramatic Wounds are more serious.

Weapons have a damage rating, such as 2k2 for rapiers. For melee and thrown weapons, add your Brawn asunkept dice to this. Barehanded damage is (Brawn)k1. Roll for damage; the result is the number of FleshWounds done.

If you are hit, you add this attack’s Flesh Wounds to your current Flesh Wounds, and you make a Wound Check

(a Brawn roll) against a TN equal to the total number of Flesh Wounds you now have. If you fail this roll, youlose all your Flesh Wounds and gain a Dramatic Wound, plus an additional Dramatic Wound for each 20 youfailed the Wound Check by.

Firearms and artillery are especially dangerous. Rather than taking additional wounds for each 20 you fail your

Wound Check by, firearms do additional wounds for each 10 you fail by, and artillery for each 5 you fail by.

Dramatic Wounds are something to be avoided:

  When you have a number of Dramatic Wounds equal to your Resolve, you are Crippled (none of your diceexplode until you are healed).

  When you have a number of Dramatic Wounds equal to twice your Resolve, you are Knocked Out and cantake no further action. When you are Knocked Out anyone can spend an action to kill you. You can spenda drama die to get up; it takes a full round to do this, and if you suffer an additional dramatic woundbefore you are healed you die.

  When you have a number of Dramatic Wounds equal to three times your Resolve, you are dead. This isvery unlikely to happen.

The above are the rules for heroes and villains, but henchmen are weaker and as such are treated slightlydifferently. Henchmen never become Crippled; when they have taken dramatic wounds equal to their Resolve,they are immediately Knocked Out.

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Brutes use a streamlined version of the combat rules. These simplified rules speed up combat greatly, as fightstypically involve large numbers of brutes.

Brutes are usually encountered in groups, or Brute Squads, of 6. Brute squads have a Threat Rating of 1  – 4;untrained peasants are TR 1, while the most well-equipped soldiers are TR 4.

The squad’s passive defence is 5 + (5 x TR).

Brute squads use Roll and Keep; the number of dice used is calculated as follows:

  Rolled dice: the number of brutes in the squad (plus or minus any knack modifiers specified in the squad’s

description)

 

Kept dice: the squad’s TR 

Thus a TR 2 squad of 6 brutes, with a Sprinting 2 knack, roll 8k2 for Sprinting.

Remember that the number of active brutes in the squad, and thus the number of dice rolled, decreases as thebrutes are Knocked Out.

When rolling for actions, each brute squad is treated as a single combatant  – they have one set of actions, andthe entire squad acts simultaneously (they move together, attack together, and so on).

The number of actions a brute squad receives per round is equal to its Threat Rating.

Brutes do not roll damage; the number of flesh wounds they inflict is determined by their attack roll and thetype of weapon they wield.

Brutes do one increment of damage on a successful hit, plus one for every 5 by which they exceed your PassiveDefence. Damage increments are:

  Small weapons (such as knives, belaying pins): 3 FW

 

One-handed weapons (clubs, fencing weapons): 6 FW

  Two-handed weapons (longswords, axes): 9 FW

  Very large wespons (two-handed swords): 12 FW

 

Firearms (pistols or muskets): 15 FW

You can take Raises when attacking to hit multiple brutes  – but if you miss the TN you miss them all. Eachadditional Brute requires a Raise, so attacking an entire Brute Squad of 6 brutes would require 5 Raises (adding25 to the TN to hit).

When you hit a brute, do not roll damage; he is immediately Knocked Out.

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Every brute assisting a hero, villain or henchman adds his TR to every roll (including damage, but not includingwound checks) made by that character. If the brute has an appropriate knack for the action, the knack rankshould be used in place of the TR.

A character can benefit from a maximum number of brutes equal to their rank in Wits.

Nation Effect

Avalon Avalon brute squads are allowed one re-roll per Scene.

Castille Castillian brute squads gain +1k1 to attacks.

Eisen Eisen brute squads require two hits before they are Knocked Out.

Montaigne Montaigne brute squads have an additional attack each round.

Ussura Ussuran brute squads contain 8 brutes.

Vendel (no special rules)

Vesten Vesten brute squads deal double damage.

Vodacce Vodacce brute squads always roll at least 3 dice, regardless of how few brutes are left.

Pirates Pirate brute squads may move up or down one level without penalty per action.

Lying prone is dangerous; your passive defence is reduced to 5 while you are prone, and using an activedefence requires 2 raises.

It takes an action to stand up; your passive defence for that phase is 5.

The stats for improvised weapons (a mug of ale, a chair leg, etc) depend on their size and sharpness:

Size Damage Penalty

Hand-held 0k1 (blunt); 0k2 (sharp) None

Smaller than man-sized 1k1 (blunt); 1k2 (sharp) None

Man-sized 2k1 (blunt); 2k2 (sharp) -1k0 to hit

Larger than man-sized 3k1 (blunt); 3k2 (sharp) -2k0 to hit

Improvised weapons are not designed for combat and may break:

  Soft (people, a leg of lamb): do not break

 

Firm (glass, clay, wood): break if a 10 is rolled on one die for damage  Hard (metal, stone): break if a 20 is rolled on one die for damage

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Armour is not generally worn in Théah, as nothing but dracheneisen grants significant protection againstfirearms. For those characters that do wear armour, its effects can be determined as follows:

  Enumerate all the pieces of armour that you are wearing.

 

Calculate the total number of Armour Points (AP) your armour grants.

  Determine the overall degree of protection offered by your armour.

  For each piece of armour, determine its penalties.

This table lists the armour points granted by different pieces of armour of different materials, and thepenalties associated with wearing them.

Piece Metal Plate Lamellar / chain Hard Leather Soft Leather

Helmet (full face) 3 AP

-2k1 to perception

2 AP

-2k0 to perception

2 AP

-1k1 to perception

1 AP

-1k0 to perception

Helmet (open face) 2 AP

-1k0 to perception

1 AP

-1k0 to perception

1 AP

-1k0 to perception

1 AP

-1k0 to perception

Face mask 1 AP

-1k1 to perception

1 AP

-1k0 to perception

1 AP

-0k1 to perception

0 AP

Gauntlet 2 AP

-1k1 for fine

manipulation

2 AP

-1k1 for fine

manipulation

1 AP

-1k0 for fine

manipulation

0 AP

Arm guard 2 AP

-3 to Parry passivedefence

2 AP

-2 to Parry passivedefence

1 AP

-1 to Parry passivedefence

0 AP

Leg guard 2 AP

-2 to Footworkpassive defence

1 AP

-2 to Footworkpassive defence

1 AP

-1 to Footworkpassive defence

0 AP

Boot 1 AP

-1 to Footwork

passive defence-2k1 to Stealth

1 AP

-1 to Footwork

passive defence-1k1 to Stealth

1 AP

-1k0 to Stealth

0 AP

Breastplate 6 AP

-2k2 to Lifting,Leaping, Swinging

and Rolling

-10 to Lifting,Leaping, Swinging

and Rolling passivedefences

4 AP

-1k1 to Lifting,Leaping, Swinging

and Rolling

-5 to Lifting,Leaping, Swingingand Rolling passive

defences

3 AP

-1k0 to Lifting,Leaping, Swinging

and Rolling

-2 to Lifting,Leaping, Swingingand Rolling passive

defences

2 AP

-1 to Leaping,Swinging and

Rolling passivedefences

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Note: If you wear a full face helmet, you cannot also wear an open faced helmet or face mask.

Note: You can wear two gauntlets, two arm guards, two leg guards and two boots, but only one of the other

armour pieces.

Note: For arm guards, the penalty to Parry passive defence applies when the guarded arm is used.

Note: For superior quality items, do not increase the item’s AP; instead, take the penalty from the column onestep to the right. Superior quality soft leather armour has no penalties associated with it.

Note: For inferior quality items, double the listed penalties.

Armour Points TN Modifier Damage Reduction Penalty

1 – 6 - Free raise to your wound check -1k0

6 – 12 - -1k0 -1k1

13 – 18 +5 -1k1 -2k1

19 – 24 +5 -2k1 -3k2

Note: The damage reduction applies only against melee attacks.

Note: The penalty applies to Stealth and Swimming checks.

Rather than spending 50 XP to learn a new School and become an apprentice, you can instead spend 20 XP andbecome an initiate. Initiates gain a rank in the School’s knacks but do not have access to the apprentice -levelability. You can later pay the remaining 30 XP to become an apprentice.

You can know more than one School, but you may only use the abilities of one at a time. If, during play, youbecome a Master of two Schools, you can spend XP to become a Grand Master (allowing you to use bothSchools together).

Becoming a Grand Master of two Schools requires 80 XP, plus 10 XP for each knack (other than ExploitWeakness) they do not have in common. Some Schools explicitly give a discount on the cost of another; such apair give a 20 XP discount for Grand Mastery.

Becoming a Grand Master of three Schools costs 75 XP, but you must first become a Grand Master of all 3 two-School combinations first.

Becoming a Grand Master of four Schools costs 150 XP, but you must first become a Grand Master of all 6 two-School combinations first.

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When attempting to sneak up or ambush someone, you make a contested roll of Finesse + either Stealth orAmbush against your opponent’s Wits + Ambush. If you win your opponent is surprised for one round.  

When surprised your passive defence drops to 5 and you cannot use any actions.

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You gain reputation points when you do a heroic deed which is witnessed and talked about. You losereputation points when you do a dastardly deed.

If the group has a character with the Bard or Skald skills, they can change the reputation gain or loss by 1 plus 1per Raise on a Wits + Oratory or Wits + Singing roll against a TN of 5 times the reputation change.

A Vendel may purchase temporary reputation points. This costs 250g to generate 10 reputation points for oneweek. Paying more will increase the length of time, not the amount of reputation. This cannot be done for

more than 4 weeks in a given area.Reputation Effect of reputation reaching this value

-30 At this value, your character becomes an NPC villain. With the Scarovese advantage, you candrop to -40 or even -50 before becoming an NPC.

25 You get a free Patron advantage.

50 You get a second free Patron, plus some Hangers On (fans who follow you and expect thingsfrom you).

75 You get a third free Patron, plus a Citation (such as a knighthood, medal of honour, land, orimage in artwork).

100 You get a fourth free Patron, plus a Menace (someone devoted to your downfall).125 You get a fifth free Patron, plus a Membership is offered in a secret society.

130 This is the maximum value for Reputation. At this value, your character is honourably retiredand become an NPC.

For each 10 reputation points (positive or negative) you have, you gain a Reputation Die, which can be used inthe following ways:

  To add an extra unkept die to any roll which might be affected by fame or infamy.

 

Rolled and kept (like a trait) to perform reputation actions (to get things to happen, outside your control,due to your reputation; see table below).

Your reputation dice are used up by this, but they refresh at the beginning of each act.

Reputation Action TN Description

Aid (Major) 30 An NPC will grant you major assistance.

Aid (Minor) 20 An NPC will grant you minor assistance.

Martyr 40 An allied NPC will risk their life for you.

Recognition 15 You are recognized by a stranger.

Rescue 25 Some NPCs work toward your rescue.

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Witty banter is essential to the swashbuckling genre.

Effects are temporary, only lasting as long as there is physical proximity.

Charm is used when you want to try to convince a character of something.

Roll your Wits against a TN equal to the target character’s Wits x 5. When you have made as many successful

rolls as the target’s Resolve, the target is convinced; raises count as additional successes. 

 

If any roll is failed, the process stops; no further rolls can be attempted

  You cannot convince someone of something they are inherently opposed to

  The effect is temporary; you cannot permanently change your target’s attitudes or opinions 

Intimidate is used to cow a target by sheer force of will.

Roll your Resolve against a TN equal to the target character’s Resolve x 5. If you succeed the target loses one

unkept die from all actions against you, plus an additional unkept die per raise.

Taunting can cause an opponent to fail when he might otherwise have succeeded.

Roll your Panache against a TN equal to the target’s Panache x 5, taking at least one raise. If you succeed, your

target must take as many raises as you did on his next action against you.

Busking can provide money, but it is not an easy source of income.

Choose a knack from the Performer skill to use. A busking attempt requires a full hour, after which you rollyour knack (with an appropriate trait) against a TN equal to the target’s Resolve x5. If you succeed, you receive1 cent (plus 1 cent per raise, including raises for additional targets) for each point you beat the TN by.

Busking can never be used on hostile groups or against villains.

 

Villains: You may only affect a single villain at a time

  Henchmen: You may affect one additional henchman per raise

  Brutes: You affect a brute squad by default; you may affect one additional brute squad per raise

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The GM will often call for a perception check. This is a simple Wits check, modified by advantages such as KeenSenses.

The environment is considered to be split into levels.

In one action you can move anywhere on the level you are on. This does not count towards what you can do inan action; movement is essentially ‘free’. 

In an action you can move down any number of levels; however, you can only move up one level at a time.

Darkness imposes penalties on any physical actions:

Condition Effect

Low light Penalty of -2k2 to all actions

Total darkness Penalty of -4k4 to all actions

For each 10’ you fall (up to a maximum of 200’) you take 1k1 damage.  

How this damage is treated depends on the surface you land on:  Soft (haycarts, people): You take no damage (flesh wounds or dramatic wounds).

  Firm (gravel): You receive one extra dramatic wound for every 20 you fail your wound check by.

  Hard (stone): You receive one extra dramatic wound for every 10 you fail your wound check by.

  Blades or Spikes: You receive +2k2 extra wounds, and you receive one extra dramatic wound for every 5you fail your wound check by.

Explosions are defined in ranks by the amount of damage they do: a rank N explosion does NkN damage:

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Rank Example

Rank 1 Misfiring pistol

Rank 4 Grenade

Rank 7 Barrel of gunpowder

Rank 10 Ship’s powder room 

Heroes and villains may avoid explosions by rolling Panache + either Leaping or Sprinting against a TN equal to5 times the explosion’s rank. 

The radius of the explosion is 5’ per rank of the explosion; characters  in the outer half of the explosion radiustake only half damage.

Category Age Martial Civil

Young 0 – 15 -1k1 -1k1

Spry 16 – 25 0 0

Middle-aged 26 – 40 -1k1 +1k1

Old 41 - 55 -2k2 +1k1

Characters die of old age at 65 + 1k1 years.

Fear effects are represented with a Fear Rating (FR). Characters who are exposed to fear must roll Resolveagainst a TN equal to 5 x FR; if they fail they lose a number of unkept dice equal to the FR from all rolls whilefacing the source of the fear.

When a hero is set on fire they suffer 2-8 dice of damage depending on how hot the fire is. In subsequentrounds the hero suffers half that number of dice of damage until the fire is put out.

When a hero is doused with acid they suffer 2-8 dice of damage depending on how potent the acid is. Insubsequent rounds the hero suffers half that number of dice of damage until the acid is washed off.

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When swimming you must make a number of Brawn + Swimming checks; the frequency and TN of thesechecks is given in the tables below. Each time you make a check you lose one rank of Brawn.

Water Temperature Interval

Hot Brawn rank in hours

Warm Brawn x 30 minutes

Cool Brawn x 15 minutes

Cold Brawn x 5 minutes

Freezing Brawn rank in minutes

Water Conditions TN

Calm 10

Choppy 15

Stormy 20

White Water 25

Typhoon 30

Clinging to floating object +5 to TN

Equipment carried +5 to TN per 5 lb of equipment

Supporting drowning person +15 to TN per person

If you fail a swimming check you begin to drown (see below).

You regain your Brawn at a rate of 1 rank per day of rest.

You can hold your breath for a number of rounds equal to your Resolve.

 

Drowning: After this time you lose one rank of Resolve each round; when you reach -1 Resolve, you die.You regain your Resolve at a rate of 1 rank per day of rest.

  Suffocating: After this time you suffer 3k3 wounds every round. If sand is being poured onto you, you canmake a TN 20 Brawn check to avoid suffocating

Whenever you drink alcohol, make a Brawn test against a TN equal to 10 times the number of drinks you’ve

had this Scene. The penalty you are subject to depends on the cumulative number of failures you haveaccumulated:

Number of Failures Penalty

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1 Slight speech impediment

2 Penalty of 1 unkept die to all rolls

3 Penalty of 2 unkept dice to all rolls

4 or more Knocked out for the remainer of the Scene

When you wake up you’re at a penalty of 3 unkept dice

At the beginning of the next Scene, your number of failures is reduced by 1 and your penalty changesaccordingly.

Characters with the Able Drinker advantage ignore these penalties.

The effects of bad weather are determined by the weather table:

 Colder Hotter 

↑ 

Rougher

5k5

1 hour

4k4

1 hour

2k2

1 day

4k4

1 hour

5k5

1 hour

4k2

1 hour

3k3

1 hour

1k1

1 day

3k3

1 hour

4k2

1 hour

2k2

1 day

1k1

1 day

1k1

1 day

1k1

1 day

1k1

1 day

Calmer

↓ 

2k2

12 hours

2k1

12 hours

1k1

1 day

2k1

12 hours

2k2

12 hours

2k2

12 hours

1k1

12 hours

0k0

1 day

1k1

12 hours

2k1

12 hours

Each square gives a number of dice of flesh wounds, and a time interval. This indicates the damage that will bedone to unprotected characters (or ships) each time interval.

The weather starts in the bottom middle square (0k0 / 1 day).

The GM can change the weather by spending a drama die and moving the current weather one step up, down,left or right. The weather stays in each square for the given time, and the GM can spend any number of DD inthis way.

When the GM has stopped spending DD, the current weather moves down until it reaches the bottom row,and then left or right until it reaches the middle. The GM can spend a DD to make the current weather stay inits place for an additional time increment.

A successful use of certain laerdom runes can change the current weather conditions:

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  Nod: Move the current weather up (rougher).

  Stans: Move the current weather down (calmer).

 

Lidenskap: Move the current weather right (hotter).

  Kjolig: Move the current weather left (colder).

The number of squares that can be moved is equal to the skjaren’s mastery level. Once the skjaren has

modified the weather it remains in that box for the duration of the rune, or until it is modified by the GM oranother skjaren.

Heroes who are taking appropriate measures against the weather (wearing warm clothes in the cold; drinkinglots of water in the heat) suffer one fewer kept die of damage.

Heroes who are sheltered from the weather (inside a house or storm cellar) take no damage.

Ranged Attacks: For each row above the bottom the current weather is, ranged attacks receive a -5 penalty.This penalty can be overcome with the Trick Shooting knack.

Treacherous Footing: Characters moving further on the map than their Panache in inches must make a Finesse+ Balance roll against a TN of 10 (wet surfaces) or 20 (icy surfaces); failure indicates that the character hasfallen and now lies prone.

Impeded Movement: Snow and mud impose penalties to Sprinting rolls:

  Ankle-deep: -1k1

 

Calf-deep: -2k2

  Knee-deep: -3k3

  Thigh-deep: -4k4

 

Waist-deep: -5k5

Poor Visibility: Fog, dust storms and precipitation reduce the maximum range of vision and may limit theeffectiveness of ranged attacks.

Gunpowder and Bowstrings: Wet conditions ruin gunpowder and swell bowstrings. When attempting todischarge a firearm or fire a bow or crossbow, roll 1d10; if the result is odd:

  Firearms: The powder has become wet and useless, and the gun must be reloaded.

  Bows and crossbows: The TN of the shot increases by 10 due to the swollen bowstring.

Touching Freezing Metal: Bare skin (especially when wet) can stick to freezing metal; the GM must spend a DDto make this happen. Pulling the skin away by force causes 2k2 flesh wounds.

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The distance between the pursuer and the pursued is measured in raises.

If either party wishes to make a ranged attack during the chase, this number of raises must be taken on theroll.

Starting distance is 1 raise for each phase of head start the pursued has.

The appropriate knack to use during the chase is given in the following table:

Situation Knack Used

Through city streets Street Navigation

Through crowded areas Footwork

Over open ground Sprinting

Through the woods Long Distance Running

Through water Swimming

On horseback Riding

Across moonlit rooftops Leaping

In carriages Carriage Driving

Each round the pursuer and the pursued make contested Finesse + [chase knack] rolls. 

If the pursuer wins, remove one raise for every 5 he won by. If the distance becomes 0, he has caught thepursued and can take a free action (such as grappling).

  If the pursued wins, add one raise for every 5 he won by. If the distance becomes 10, he gets away.

If the chase distance does not change, something unusual happens (roll on the appropriate table below).

If one group has a clear advantage, such as being on a horse when the other party is on foot, theyautomatically win the chase. If the advantage is more slight, they receive a free raise to their roll.

Roll Street Riding Rooftop Carriage

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Roll Street Riding Rooftop Carriage

1-2 Pursued overturnscart of apples.

Pursuer must rollFinesse + Balance (TN

20) or trip.

Both the pursuedand pursuer must jump over anobstacle (eg a

fence).Each must rollFinesse + Riding (TN20) or horse falls.

Roof collapses underpursuer.

Pursued gets away;pursuer takes falling

damage.

Wheel comes off pursuingcarriage. Carriage stops.

3-4 A carriage crossesthe road behindpursued; pursuermust wait for it.

Add 1-5 raises.

Low branch.

Each must rollFinesse + Riding (TN10) or fall off horse.

Wide jump.

Pursued must rollFinese + Leaping (TN20) or fall; pursuedcan choose to give up.

Bystander in the way ofpursued carriage.

Driver can stop (Finesse +Carriage Driving, TN 15) or runhim over (he dies).

5-6 Nothing happens. Nothing happens. Nothing happens. Nothing happens.

7-8 Pursued bumps intobystander.

Remove 1-5 raises.

Pursued has riddeninto dead end.

Roll Wits + StreetNav (TN 15) or betrapped.

Ladder down to streetlevel.

Continue as a streetchase.

Pursued carriage hits a deephole.

Those on the outside of thecarriage must roll Finesse +Balance (TN 15) or fall off (1k1damage).

9-0 Pursued tries to duckunder an obstacleand gets snagged.

Chase ends.

Pursuer’s horsethrows a shoe andstops.

Pursued gets away.

Rooftile slips underpursued.

Pursued must rollFinesse + Balance (TN

25) or fall to streetlevel.

Hitch comes loose frompursuing carriage.

Someone must leap down(Finesse + Leaping, TN 25) and

reattach it (Wits + CarriageDriving, TN 20) or the carriagestops.

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The hunter must roll Wits + Tracking against the TN given in this table; if he succeeds, the prey’s lead is

reduced by one row, plus one per raise. If the hunter fails the roll, the prey’s lead is increased by one row.  

If the lead is reduced to less than 1 hour, the hunter catches up with the prey. If the lead is increased past 2weeks, the prey gets away.

Head Start Tracking TN

1 hour 5

3 hours 10

6 hours 15

10 hours 20

15 hours 25

1 day 30

2 days 35

4 days 40

1 week 45

2 weeks 50

Weather Modifier

Clear +0

Snow / fog +5

Light rain / high winds +10

Medium rain / sleet +15

Heavy rain / blizzard +20

Ground Type Modifier

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Ground Type Modifier

Mud / snow -10

Sand dunes -5

Loose dirt +0

Packed earth +5

Stone +10

Traffic Modifier

None -5

Light (village) +0

Medium (town) +5Heavy (city) +10

Size Modifier

Drachen or larger -15

Horse / cow -5

Man +0

Dog / wolf +5

Rabbit +10

Mouse +15

The prey can perform manoeuvres to throw the hunter off the trail:

 

River crossings  Erasing tracks

  Tree climbing

  Doubling back

After the hunter’s roll, the pray can attempt a manoeuvre by rolling Wits + Stealth ; the prey receives one raisefor every 5 points rolled. The hunter must make a Wits + Tracking roll against a TN of 5 plus 5 for every raisethe prey received. If the hunter succeeds, the prey’s lead is reduced by a number of rows equal to the number

of raises; if the hunter fails, the prey’s lead is increased by this number of rows.  

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At the beginning of a story, you can invest money into an enterprise. You must:

  Specify the amount of money invested

  Specify the degree of risk involved (low, medium or high)

At the end of the story, roll 1d10 (non-exploding) and add your rank in Wits and Accounting. Vendel heroesgain a +1 bonus to their result.

The change in worth of the investment is given by the following table:

Result Low Risk Medium Risk High Risk

1 – 2 -10% -50% -100%

3 – 4 -5% -25% -50%5 – 6 - -10% -25%

7 – 8 - - -10%

9 – 10 - - -5%

11 – 12 +5% +5% -

13 – 14 +5% +5% +5%

15 – 16 +5% +10% +10%

17 – 18 +10% +10% +15%

19 – 20 +10% +15% +20%21+ +10% +15% +25%

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The player writes a brief description of the invention (or theorem or discovery) the hero is to invent.

The base TN for a conception check is 5.

 

+1 for each year beyond the current year (1668) the invention was created in our timeline.

  +10 for each leap of logic (inventing an object without first understanding all the intermediary steps in itsdevelopment).

  -2 for each assistant (up to your Wits) whose Wits is at least as high as your own.

 

+10 if the GM rules that the invention was pivotal to the development of the modern world.The hero spends a DD, plus one for each leap of logic, and rolls Wits against the invention’s TN. If the check

fails, the DD is wasted. If the check succeeds, the hero can proceed to the next stage.

First determine the TN of the design roll. The base TN is 5.

Size:

 

Small (handheld): +20  Medium (two-handed to man-sized): +10

  Large (horse-sized to wagon-sized) +5

  Enormous (up to room-sized): +10

Complexity:

  Very complicated (difference engine, water clock): +20

 

Complicated (wind-up toy, laws of motion): +10

  Uncomplicated (carriage springs, bifocal lenses): +5

Materials:

  -5 for each hard-to-get or expensive material

 

-10 for each incredibly rare materialOther modifications:

  -2 for each assistant (up to your Wits) whose Wits is at least as high as your own.

  +15 for each leap of logic

Decide which is the primary knack for this invention; the hero rolls Wits + primary knack. If the roll is a success,the design is good; otherwise, there is a flaw in the design. Make a note of the TN minus the result of this roll.

The process takes a number of weeks equal to the TN divided by 5.

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The GM determines how many primary components the invention has. For each primary component the GMdetermines the TN and the hero rolls Wits + an appropriate knack. If any roll fails, the GM should make a note

of it; when used, the device may malfunction.

The average cost of a component should be the TN x 1G (if the hero or a friend builds it) or TN x 2G (if the workis contracted out).

This process for each component takes a number of weeks equal to the TN divided by 10, although multiplepeople can work on different components simultaneously.

The base TN is 5; add to this the result of the design roll.

Size:

  Small (handheld): +20

  Medium (two-handed to man-sized): +10

 

Large (horse-sized to wagon-sized) +5 

Enormous (up to room-sized): +10

Delicacy:

 

Very delicate (clock spring, lens): +20

  Delicate (gun barrel): +10

  Forgiving (steel bar, metal frame): +5

Other:

  -2 for each assistant (up to your Wits) whose Wits is at least as high as your own.

 

+20 for each leap of logic

  -10 if the invention is a modification of an existing device

The conception checks of some significant inventions / discoveries are:

  Calculus (1669, pivotal): TN 16

  Weather barometer (1672): TN 9

  Tourniquet (1674, pivotal): TN 21

  The speed of light (1675, pivotal) TN 22

  Pressure cooker (1680): TN 17

 

Croissant (1683): TN 20 

Thimble (1684): TN 21

  Champagne (1688): TN 25

  Steam engine (1690, pivotal, leap of logic): TN 47

 

Binary arithmetic (1703): TN 40

  Flintlock machine-gun (1718, 2 leaps of logic): TN 75

 

Ship’s chronometer (1728, pivotal): TN 75 

  The flying shuttle (1733): TN 70

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Weapon Cost Damage Range Range Modifiers Reload

Battle Axe 8 g 3k2

Bayonet 5  3 g 3k2

Boar Spear 6  6 g 1k2

Bodice Dagger 7  1k1

Bow, Standard 8 g 2k2 150 -5 / -10 1 action

Bow, Long 10 g 2k2 200 -5 / -10 1 action

Broadsword 10 g 3k2

Buckler 4 g 1k1

Claymore 8  12 g 4k2

Crossbow 12 g 2k3 100 -5 / -10 6 actions

Cutlass 9  10 g 3k2

Fencing Sword 15 g 2k2

Harpoon 10  8 g 3k2 5 + 2xBrawn 0 / -5

Heavy Weapon 8 - 10 g 3k2

Hand Axe 6 g 2k2 5 + Brawn 0 / -5

Knife 6 g 1k2 5 + 2xBrawn 0 / -5

Knife, Throwing 11  6 g 1k1 5 + 2xbrawn 0 / -5

Main-gauche 8 g 1k2

Panzerhand 5 g 0k2

Pole-arm 14 g 2k2

Serpent Sword of Solomon12

  2k2

5 Bayonet: One action to mount / unplug bayonet; weapon fired with bayonet will explode (rank 2).

6 Boar spear: After hit, opponent’s next action die is delayed by 1 per 10 flesh wounds done.7 Bodice dagger: +10 to conceal.8 Claymore: -1k0 to hit

9 Cutlass: -1k0 to hit

10 Harpoon: Damage is 3k3 vs whales.

11 Throwing knife: +5 to hit, +5 to TN to actively defend.12

 Serpent sword: +10 to TN to be broken.

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Weapon Cost Damage Range Range Modifiers Reload

Shield 13 10 g 1k1

Sling 1 g 1k2 120 -5 / -10 1 actions

Spear 6 g 3k2 5 + 2xBrawn 0 / -5

Staff 2k2

Stiletto14

  0k2

Swordcane15

 

Whip 16  2 g 0k1

Zweihander 17  20 g 3k3

Modification Cost Description

Fencing Ring Grip 3g Gives a free raise on Feint attempts but you take 1k1 wounds if disarmed.

Pommel-Heavy 3g Gives a free raise to Parry active defences, but -1k0 to damage.

Blade-Heavy 4g Gives +1k0 damage, but all action dice are treated as being one phase laterthan they are.

Martingale 1g A loop of cord that is attached to the pommel of the sword; you may bedisarmed but the sword cannot be taken from you.

Basket Hilt 10g The sword has a hilt that covers your hand, making it immune to called shots.You also receive +1k0 damage to pommel strike attacks.

Half-Basket Hilt 5g The sword has a hilt that covers part of your hand, requiring an additionalfree raise when an opponent makes a called shot targeting your hand. Youalso receive +1 damage to pommel strike attacks.

Bell Guard 2g The TN to hit the hand with a called shot is increased by 2.

Spring-MountedPommel Blade

25g The sword’s pommel contains a hidden  dagger that attacks as a PommelStrike and does 1k1 damage. Using the dagger is highly dishonourable.

Quality Weapon Doublecost

The weapon is resistant to rust and losing its edge, and is harder to break.

Inferior Weapon Half cost The weapon is vulnerable to rust and losing its edge, and is much easier tobreak.

13 Shield: +10 to TN to be hit against non-firearm ranged attacks.14

 Stiletto: +1k0 to hit15

  Swordcane: Uses Fencing skill; Wits check at TN 30 to notice it’s not a normal cane; +5 to TN of Parry

(fencing) AD.

16 Whip: Attack actions are delayed by 1 phase; +5 to initiative total.17

 Zweihander: After attack, must spend an action to reset before the weapon can be used to attack or parry.

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Weapon Cost Damage Range Range Modifiers Reload

Arquebus18

15 g 5k3 70 -10 / -15 30 actions

Blunderbuss19

  20 g varies 20 0 / -20 25 actions

Carbine 20 g 4k3 60 -10 / -15 25 actions

Grappling Gun 20  1k1 40 -10 / -15 25 actions

Musket 20 g 5k3 80 -10 / -15 30 actions

Pistol21

  20 g 4k3 30 -10 / -15 20 actions

Note: Firearms cannot be actively defended against; attacks do one Dramatic Wound for every 10 points you

 fail your wound check by.

Weapon Cost Damage Range Range Modifiers Reload

Boarding Cannon 6k5 200 -15 / -25 30 actions

Cannon (6 lb) 7k6 225 -20 / -30 40 actions

Cannon (10 lb) 8k7 250 -20 / -30 40 actions

Cannon (12 lb) 9k8 275 -20 / -30 40 actions

Horse Cannon 22  6k5 200 -10 / -20 30 actions

Roaring Cannon 23  10k9 300 -20 / -35 50 actions

Grenade 24  18g Rank 4explosion

5 + 2xBrawn

Note: Attacks from artillery cannot be actively defended against; attacks do one Dramatic Wound for every 5

 points you fail your wound check by.

18 Arquebus: When firing, roll on the Weather Table; a roll of over 15 means the match has gone out and mustbe relit (1 action).

19 Blunderbuss: At long range and when fired by Brutes, no firearm damage is considered to have been done.

Can be used to attack whole Brute Squads. Damage varies: 5k4 at 1 yd, 5k3 at short range, 3k2 at longrange.

20 Grappling gun: To attach grapple, roll Finesse + Attack (firearms) vs TN of 5 + range modifier.21 Pistol: To fire two pistols together, make one attack roll at +5 to TN to hit, +1k1 to damage22

 Horse cannon: Takes 2 actions to hitch / unhitch from horses.23 Roaring cannon: Anyone within 20 ft of a person killed by a roaring cannon must make an Intimidation check

against Resolve 3 or run away. Up to 4 people can contribute actions towards reloading.24  Grenade: Takes one action to light, one action to throw; 1d10 phases until explosion (0 = explodes

immediately).

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Note: Up to 3 people can contribute actions towards reloading artillery.

Item Cost

Arrow / Bolt 0.02 g

Arrow / Bolt (grappling) 0.4 g

Belt for scabbard 0.5 - 2 g

Bullet die 0.9 g

Bullets (lead) 0.05 g / shot

Extra flint 0.10 g

Gunpowder 0.1 g / shot

Musket rest 25  2 g

Powder flask (holds 10 shots) 0.5 g

Powder magazine (artillery) 26  5 g

Powder magazine (firearm)27

  1 g

Quiver (holds 20 arrows) 1 g

Scabbard (ornamented) 4+ g

Scabbard (plain) 1 g

25 Musket rest: Gives +5 to hit. Adding a shield costs an extra 5 g but grants +10 to PD vs ranged attacks.

26 Powder measure (artillery): 10 fewer actions to reload.27

 Powder measure (firearm): 5 fewer actions to reload.

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Item Cost

Apron (cloth) 0.08 g

Apron (leather) 0.80 g

Belt (fancy) 2+ g

Belt (leather) 0.50 g

Boots (fine) 5+ g

Boots (plain) 2 g

Boots (riding) 3 g

Cape 1 g

Climbing gloves 2 g

Cloak (fine) 3 g

Cloak (plain) 1 g

Coat (fine) 5+ g

Coat (plain) 1 g

Dress (fancy) 5+ g

Dress (plain) 2 g

Gloves (cotton) 0.10 g

Gloves (leather) 0.20 g

Gloves (silk) 2+ g

Gown, exotic 7+ g

Hat 1g

Jacket (fancy) 3+ g

Jacket (plain) 1 g

Mask 0.30+ g

Money belt 0.40 g

Pants (fancy) 2+ g

Pants (plain) 0.80 g

Shirt (plain) 0.50 g

Shirt (silk) 2+ g

Shoes (fancy) 2+ g

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Item Cost

Shoes (plain) 0.50 g

Shoes, snow 2 g

Spectacles 5+ g

Suit (plain) 1 g

Suit (silk) 4+ g

Tabbard 0.80 g

Undergarment 1+ g

Veil 0.05 g

Vest 0.40 g

Wig 1 g

Item Cost

Ale (quart) 0.03 g

Beer (keg) 0.20

Brandy (bottle) 2 g

Cider (jar) 0.03 g

Fruit (1 piece) 0.02 g

Fruit, citrus 0.10 g

Jerky (1 week) 1 g

Liquor (jigger) 0.10 g

Mead (bottle) 0.15 g

Meal (banquet) 1 g

Meal (dinner) 0.25 g

Pork 0.15 g / lb

Rum (bottle) 0.10 g

Tea 5 g / lb

Wine (average) 0.10 g

Wine (excellent) 5+ g

Wine (fine) 1 g

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Item Cost

Bit and bridle 5 g

Cart (large) 40 g

Cart (small) 25 g

Coach (2 horses) 200 g

Coach (4 horses) 400 g

Coach (6 horses) 800 g

Dog sled (7 dogs) 70 g

Donkey 35 g

Harness 75 g

Hobbles 1 g

Horse (draft) 50 g

Horse (pony) 45 g

Horse (race) 1000+ g

Horse (riding) 60 g

Horse (war) 750 g

Horse blanket 0.50 g

Litter 0.25 g

Mule 40 g

Ox 90 g

Passage (land) 3 g / 100 mi

Passage (ship) 5 g / 100 mi

Saddle (pack) 10 g

Saddle (riding) 15 g

Saddle (side) 15 g

Saddle (war) 30 g

Saddle bags 5 g

Saddle blanket 0.50 g

Sleigh 50 g

Wagon (2 horses) 60 g

Wagon (4 horses) 80 g

Yoke 1 g

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Item Cost

Backpack 0.07 g

Balance & weights 14 g

Bandage 0.30 g

Basket, wicker 2 g

Beaker, glass 0.75 g

Bedroll 1.25 g

Blanket 1 g

Book, blank (100 pg) 1 g

Book, scholarly 1-10 g

Brazier 25 g

Candle 0.50 g

Chain 1 g / ft

Chalk (12 pieces) 1 g

Chisel 0.50 g

Clock, pendulum 200 g

Clock, water 40 g

Compass 1+ g

Crowbar 1 g

Crucible 5 g

Dice (wooden) 0.25 g

File 0.15 g

Flask, glass 0.40 g

Grappling hook 2 g

Hammer 0.75 g

Hatchet 1 g

Hourglass 5 g

Ink 0.60 g

Lamp oil 0.10 g / hr

Lantern 2 g

Lens, glass 13 g

Lock (TN 10) 5 g

Lockpicks 10 g

Mallet 0.50 g

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Ships have the same five traits as characters, but the maximum rank for a ship is 10.

Ship Trait Hero Equivalent

Cannon Brawn

Crew Finesse

Rudder Wits

Hull Resolve

Sails Panache

Ship Term Hero Equivalent

Superficial hit Flesh wound

Critical hit Dramatic wound

Statistic Equal To

Draft Hull trait (but may be modified)

Cargo Hull trait (but may be modified)

Like heroes, ships receive a number of Drama Dice equal to their lowest trait.

A ship’s Reputation starts at 0 (regardless of its Captain’s reputation). 

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As with heroes, ranks in ship traits cost 8 HP. Modifications cost a number of HP equal to their level; flaws givebonus HP equal to their level.

The total HP cost of a ship sets its maximum possible rank for any trait, and the maximum total number oflevels the ship can have in both modifications and flaws. Ships can exceed their maximum value ofmodifications or flaws if they take one and only one.

Total HP Cost Max rank any trait Max total value of mods or flaws

10 3 2

15 4 3

20 5 4

25 6 5

30 7 6

35 8 7

40 9 8

45 10 9

50+ 10 10

The cost of the ship is its HP cost x 600G; building the ship takes a number of weeks equal to its HP cost.

The shipwright must make a Wits + Shipwright check against a TN equal to 5 times the ship’s highest trait or

modification. If the roll is a failure, the time taken to build the ship increases by two weeks. If the roll is afailure by 10 or more, the ship acquires 1 point of flaws for every 10 by which the roll failed; these flaws do not

reduce the ship’s HP cost. The shipwright must roll again until he succeeds.

To add modifications to a ship (or remove flaws), the shipwright must have at least as many ranks in theShipwright knack as the modification’s value. 

Adding a modification costs 750G times the modification’s value; removing a flaw costs 1500G times the value

(some modifications cannot be added to a ship after it is built; similarly, some flaws cannot be removed). The

procedure requires a number of weeks equal to 2 times the modification’s value.  

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Modification Value Details

Boarding Party 5 This ship has a well-trained boarding party aboard. When rolling on the Boardingchart in the Advanced Naval Battles section, this ship moves up one result on thechart.

Brig 1 The ship’s brig is especially secure. Any attempts to escape (picking the lock,

seducing the guard) are at +10 to TN.

Cheap Cannons 1 The ship has inferior but inexpensive cannons, increasing its Cannon trait by 1;this may exceed the ship’s trait maximum. You must pay 50G per month in

maintenance or this modification is lost.

ConcealedGunports

2 The gunports of this ship are designed to be nearly invisible when closed. Thisship's Brawn can be kept a secret until used. Brawn dice must be revealed beforebeing used (this can be done at any time using no Actions), and cannot beconcealed again after being revealed until the next Scene.

Decoration 3 The ship is very memorable. Positive reputation awards are increased by 1.

Extended Keel 3 Cannot be added after ship creation

The ship's keel is particularly long, granting increased stability at the cost of a

deeper draft. This ship rolls two extra unkept dice when checking for capsizing,but her draft increases by 1.

Extra BoardingGuns

5 The ship has a number of small cannons used to repel boarding parties. Whenrolling on the Boarding chart in the Advanced Naval Battles section, shipsattempting to board this ship move down one result on the chart.

Extra CargoSpace

4 Cannot be added after ship creation

The cargo hold of the ship is well designed and can hold more goods. This ship'sCargo increases by 1.

Extra CrewQuarters

4 Cannot be added after ship creation

Extra quarters have been provided for the crew, so the ship is manned by moremen than other ships her size. This ship's Crew increases by 1.

Figurehead 5 The ship’s figurehead is exceptionally impressive. The ship gets 2 extra drama

dice.

Fine Galley 2 The ship has better food than most. The TN for spoilage for food in the ship’s hold

is increased by 5.

Friendly Spirit 5 The ship is inhabited by some sort of friendly entity that occasionally helps out.Once per Scene, the ship rolls two extra Kept dice on any one check.

Good Captain 4 The Captain of the ship is a particularly able man. Once per Round, the Captainmay add one unkept die to any roll the ship makes. This modification can only be

taken if the Captain (whether he is a Hero or an NPC) has a Leadership Knack of atleast 4.

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Modification Value Details

GrapplingCannons

6 The ship has guns that fire boarding lines. When rolling a boarding action, the shipcan spend a DD to reroll the result; the new result must be accepted and cannotbe rerolled.

Hidden Towline 1 This modification fixes a hidden rope to the underside of the ship. Smugglers useit to haul contraband materials beneath the water, where it is unlikely to befound. On the downside, this increases the ship's Draft by 1.

Lucky 3 Cannot be added after ship creation

The ship has always been particularly lucky, both in and out of combat. Thismodification gives the ship one extra Drama die.

Marker Barrels 1 The ship is equipped with barrels that can be tossed overboard to mark locationsat sea, providing a free raise to all Navigation rolls made by the crew.

Mascot 1 An animal lives aboard the ship as its mascot, bolstering crew morale. Mutiniescost 7 DD rather than 6.

Narrow Hull 4 Cannot be added after ship creation

The ship is built to be narrow, and slip through tight squeezes. Piloting checks thatinvolve sailing through a narrow opening receive one Free Raise.

Oars 1 The ship has one or more banks of oars. This modification allows a ship to moveeven when becalmed or sailing directly into the wind. However, when oars areused, the ship's Wits is considered 2 less, to a minimum of 1.

Overgunned 2 The ship is loaded down with cannons. This modification increases the ship'sBrawn by 1.

This may exceed the normal maximum for the ship's point cost.

Prow Ram 1 Cannot be added after ship creation

This ship is equipped with a ram and a reinforced keel to absorb the impact of acollision. When determining damage resulting from a ram according to theAdvanced Naval Battle rules, the target ship suffers one additional Critical Hit, andthe ramming ship one fewer.

Reinforced Masts 1 The masts of the ship are specially hardened against chain shot. This modificationallows the ship to roll two extra unkept dice for Wound Checks when fired uponwith chain shot.

Responsive Helm 3 The ship can turn more quickly than other ships; the number of times per roundthat the ship can turn is increased by 1.

Retractable Keel 6 Cannot be added after ship creation

This ship can retract its keel, reducing her draft, but making her less stable. Whileher keel is retracted, the ship reduces her Draft by 2, but rolls one less unkept diewhen checking for capsizing. It takes one Action to retract or extend the keel.

Scarlet Launch 5 Vesten only

The ship has a scarlet launch, which instills dread in those who view it.

The ship may spend a DD to force an opposing ship to discard a DD.

Silk Sails 2 The ship is equipped with rare silk sails from Cathay. This modification increasesthe ship's Panache by 1. This may exceed the normal maximum for the ship'spoint cost.

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Modification Value Details

Slight Draft 5 Cannot be added after ship creation

The hull of the ship is designed in such a way that she can sail in shallower waterthan other ships of its size. This ship's Draft is reduced by 1, to a minimum of 1.

SmugglingCompartments

3 Some of the supposedly solid areas of the ship are in fact hollow, and used tosmuggle contraband. Up to 1 Cargo can be hidden in these secret compartments,safe from all but the most thorough search.

Sturdy Hull 2 Cannot be added after ship creation

The ship's hull is reinforced with extra planks. This modification increases theship's Resolve by 1. This may exceed the normal maximum for the ship's pointcost.

Swivel Cannon 5 A number of small cannons have been placed on swivelling mounts. Once perRound, this ship can fire outside her normal firing arc with a Brawn of 2.

Well Trained

Crew

2 The ship's crew is particularly skilled. This modification increases the ship's

Finesse by 1. This may exceed the normal maximum for the ship's point cost.Well-EquippedSick Bay

5 The ship’s crew receives excellent medical attention. When rolling boarding

actions the ship’s losses are reduced by 1.  

Well-StockedArmoury

5 The crew is well prepared to repel boarders. When rolling boarding actions theopposing ship’s losses are increased by 1.  

Wide Rudder 2 The ship has a wide rudder, enabling her to make quicker turns. This modificationincreases the ship's Wits by 1. This may exceed the normal maximum for theship's point cost.

Flaw Value Details

Awkward CargoSpace

4 The cargo hold of the ship was poorly designed, so that this ship can't carry as muchcargo as other ships of her size. This ship's Cargo is reduced by 1.

Bad Captain 4 The Captain of this ship is particularly incapable of doing his job. The Captainsubtracts one unkept die from the first roll the ship makes each Round.

Brittle Hull 2 The ship's hull was not properly cured, and splinters easily when struck bycannonfire. When rolling Wound Checks, none of this ship's dice may explode.

Cramped 4 The crew quarters of the ship are poorly designed. This means she has to make dowith fewer crewmen than other ships of her size. This ship's Crew is reduced by 1.

Deep Draft 5 The ship has a deeper draft than most ships of her size, and cannot sail in shallowwaters. The ship's Draft is increased by 1.

DisgruntledCrew

4 The men on the ship are easily upset by any little thing going wrong: Theus help theCaptain if the rum ration runs out! The GM or a Hero may spend one Drama die tohave one Crew turn surly and refuse to do anything for the rest of the Scene. Ifthey're in combat, they surrender immediately.

Flimsy Masts 1 The ship's masts are built of inferior wood. This ship rolls one fewer unkept die forWound Checks when fired upon with chainshot.

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Flaw Value Details

Gaudy 3 The ship is offensive to the eyes. Either she looks shabby or has clashingdecorations that make her look silly. Negative reputation awards are increased by1.

Haunted 5 Cannot be removed

The ship seems to be inhabited by a malevolent entity. Occasionally, strange thingshappen aboard her. Other times, it's as if she has a mind of her own. The GM may,once per Scene, spend two Drama dice to control the ship's actions for one Round.In addition, strange things tend to happen on the ship.

IncompetentBosun

3 The Bosun is in charge of the deck, and if he does his job poorly, the ship suffers asa whole. The bosun of this ship is utterly incompetent at his job. The ship's travelspeed (see the Advanced Sailing section) is reduced by 25%.

Leaky Hull 2 The ship's hull is poorly built, and takes on water even when carefully tarred. Whenmaking Resolve-related checks, none of this ship's dice explode.

Old 1 Cannot be removed

Some of the ship's planks are rotten, but overall she's in good shape; she just needsa little more love than a newer ship. This ship requires maintenance every sixmonths instead of every year.

Poorly TrainedCrew

2 The ship has a particularly poorly trained crew. When making Brawn-related checks,none of this ship's dice may explode.

Sluggish 1 The ship tends to sail more slowly than other ships of her size. This ship travels oneless hex when she moves forward.

Small Keel 2 The ship's keel is too slight for its size, giving the ship a tendency to roll over. Thisship rolls one fewer unkept die when checking for capsizing.

Small Rudder 2 The rudder is not big enough to turn a ship of this size, therefore, she turns slowly.When making Wits-related checks, none of this ship's dice explode.

Tattered Sails 2 The ship's sails are in poor repair. When making Panache-related checks, none ofthis ship's dice explode.

Undergunned 2 The ship has fewer cannons than most other ships her size. When making Brawn-related checks (but not Wound Checks), none of this ship's dice explode.

Unlucky 3 Cannot be removed

Something about the ship seems to have given her a run of bad luck. Perhaps herkeel was laid on an unlucky day, or perhaps she sailed into a cursed area once. Theship receives one fewer Drama die.

Vermin 3 The ship is infested with rats, weevils, and other vermin that constantly get into theprovisions. Ship's provisions only last three weeks for every month's worth ofsupplies purchased.

WarpedRudder

5 The ship's rudder is bent, either to port or to starboard. Left to her own devices, theship will sail around in circles. At the end of each Round, this ship turns 60 degreesto port (or starboard) without spending any Actions. The direction is chosen duringship creation.

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If a ship is sailing through a storm, the ship’s pilot rolls Sails + Piloting with a TN equal to the damage taken by

the ship due to the weather. If this roll fails, the ship loses one rank from a trait of the pilot’s choice, plus one

for every 5 the roll failed by.

A ship cannot sail in waters shallower than its Draft, or it runs aground.

If this happens, the ship suffers a number of critical hits equal to [ship’s draft – area’s draft]. 

Ship’s lookout makes a TN 20 Perception check. If this fails, the pilot makes a TN 30 Perception check.

If both rolls fail, the ship runs aground. If either roll succeeds, the pilot rolls Wits + Piloting against a TN of 20  – 30 (GM’s discretion). If this fails, the ship runs aground. 

One unit of cargo will feed six units of Crew for a month / 3 crew for 2 months / 2 crew for 3 months / 1 crewfor 6 months (barring vermin or provisions going bad).

If there are no provisions on board, the crew will mutiny and head for the nearest land, unless the captain hasalready ordered this. If they cannot replenish their supplies, one unit of crew dies each week.

At the end of every week at sea, the GM rolls a number of dice equal to the number of weeks the ship hasbeen at sea. If the result is greater than the cargo’s spoilage TN, the food has gone bad. 

Cargo Spoilage TN

Alcohol 40

Biscuit 20

Fish (fresh) 5

Fish (salted or smoked) 25

Meat (fresh) 5

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Cargo Spoilage TN

Meat (salted) 50

Vegetables (dried) 30

Vegetables (fresh) 5

Vegetables (pickled) 60

Water 20

By spending 3 DD during a storm or other dangerous condition, the GM can force the pilot to roll Draft +Piloting against a TN of 15. If this roll fails, the ship overturns.

Heroes can spend 3 DD to avoid this.

Heroes can attempt to deliberately scuttle a ship.

  Weapons smaller than cannons do -0k2 damage to ships.

  Axes and other weapons designed to cut through wood do -0k1 damage.

Encounter DD Cost Description

Sirens 1 6 sirens (GM 161).

Uncharted Island 1 The ship stumbles upon an island that is not on any map.

Church Ship 2 A 10 point ship (explorer’s brigantine) transporting a holy relic. 

Merchant Ship 2 A 10 point ship (merchant snow).

Crescent Galley 3 A 15 point ship (pirate schooner) with Cannon 4 and the Oarsmodification.

Pirates 3 A 15 point ship (pirate schooner).

Navy Ship 4 A 20 point ship (naval man o’war). 

7th Sea 4 The ship stumbles upon the 7th Sea.

Doldrums 5 The ship is becalmed.

Provisions go bad 5 1 cargo of provisions goes bad.

Leviathan 6 1 leviathan (GM 159)

Mutiny 6 The crew turns against the captain.

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Naval combat is similar to normal combat, except that it occurs on a hex grid. Ships face the centre of a side oftheir hex, not a corner.

Ships roll Sails (Panache) to determine action phases. Ships may use interrupt actions and held actions, just likeheroes.

The following crew members (or heroes if they are in charge of these duties) may add their knacks to the ship’s

trait rolls:

Trait Crewmember Knack

Cannon (none) (none)

Crew Master Gunner Gunnery

Rudder Pilot / Helmsman Pilot

Hull Ship’s Carpenter  Carpentry

Sails Master of the Tops Rigging

Before combat begins, each ship’s cannon dice must be split between their port and starboard sides. You may

only fire cannons that are facing your opponent.

Ships have inertia. In the first phase of every round, a ship must move forward a number of hexes equal to itsHull. If two ships drift into each other due to this rule, this is not considered to be ramming; both ships take anumber of critical hits equal to the higher of their two Hull traits.

In every phase in which the ship has an action, it may move forward up to a number of hexes equal to theship’s Sails, without spending the act ion.

A ship may turn 60 degrees in either direction by spending a number of actions, the combined initiative total ofwhich must be at least equal to the ship’s Hull. Only one of these actions must be legal for the current phase.  

Ships may only turn a number of times equal to their Rudder per round.

When a ship rams another, each ship suffers a number of critical hits equal to the sum of the ramming ship’s

Hull and the number of hexes it moved.

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A ship can use an action to initiate a boarding action against a ship in an adjacent hex.

Roll 1d10 (not exploding) + attacking Crew – defending Crew and consult the table below:Result Attacker losses Defender losses

-9 All 0

-7 - -8 4 0

-5 - -6 4 1

-3 - -4 4 2

-1 - -2 3 0

0 3 1

1 – 2 2 0

3 – 4 2 1

5 – 6 1 1

7 – 8 1 2

9 – 10 0 2

11 1 3

12 – 13 0 3

14 – 15 2 4

16 – 17 1 4

18 – 19 0 4

20 0 All

These numbers are deducted from the Crew trait for each ship.

The ship can continue the boarding action by spending more actions. If either ship surrenders, the battle endsimmediately.

Alternatively the boarding action can be run as a normal combat; in this case each Crew is a TR2 brute squad.

Roll Crew (Finesse); TN is the target’s Rudder (Wits) x 5. 

If this is a success, roll Cannon (for the appropriate side) for hits. The target ship must make a hit check.Success means the ship takes this number of superficial hits; failure means the ship takes one critical hit, plusone for every 10 the roll failed by.

Ships cannot actively defend.

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Whenever a ship suffers a critical hit, reduce one of its traits by 1.

If the chosen trait is Crew or Hull, all heroes on board the ship must roll Panache + Balance against TN 15 toavoid a 2k2 hit from splinters, being thrown about, etc.

Shot Damage Special

Grapeshot / canister shot -0k2 If a critical hit is inflicted, the first die lost must be from Crew.

Chainshot -0k2 If a critical hit is inflicted, the first die lost must be from Sails.

If a ship suffers a number of critical hits equal to twice its Hull, it begins to sink. The ship will sink in (20  – Hull)rounds.

Alternatively the chart below may be used:

1d10

roll

Effect

1 Ship hits bottom, sits on shallow area without submerging

2 Sinks gently, takes 5k5 rounds to submerge

3-4 Lists to port; takes 3k3 rounds to submerge, port goes under in half that

5-6 Lists to starboard; takes 3k3 rounds to submerge, starboard goes under in half that

7-8 Ship breaks up; pieces submerge in 2k2 rounds

9 Straight down; sinks in 1k1 phases

0 Ship goes down immediately, sucking down everything within 50’; make a Brawn + Swimming test

against TN 25 or be dragged under and drown

1 critical hit requires 250G and one week to repair.

Once a year, ship requires 100G in maintenance costs (failure to pay this results in all traits dropping by 1 untilmaintenance is performed).

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Positions in white boxes are normally filled by a single person; gray boxes indicate multiple positions.

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The general of each army rolls Wits + Incitation, and the quartermaster rolls Wits + Logistics.

For each 10 points in these results, that side gains a free raise to use in tide of battle rolls. This pool of freeraises does not replenish during the battle; each free raise can be used once only.

To determine the tide of battle, each general rolls Wits + Strategy, applying any modifiers from successfulheroic opportunities in the previous round. The side with the highest result is currently winning the battle; ifthere is a tie the battle is currently ‘even’. 

Any subcommander (a hero with a rank of Lieutenant or above) can add their rank in the Leadership knack tothis roll, but they must subtract 2 from their personal results roll for that round.

Each round, each hero decides how heavily they are engaged (reserves, disengaged, engaged, heavily engaged)and rolls 1d10 (non-exploding) adding the sum of their Wits rank and their Tactics rank.

They consult the Personal Results table, determining:

  The number of flesh wounds they have received this round

  Reputation points gained this round

  Whether or not they have received a heroic opportunity

Note that the column used depends on whether the hero’s side is currently winning or losing the  tide of battle,as well as the hero’s current level of engagement.  

Roll Winning /

Reserves

Winning /

Disengaged

Even /

Reserves

Winning /

Engaged

Even /

Disengaged

Losing /

Reserves

Winning /

Heavily

engaged

Even / Engaged

Losing /

Disengaged

Even / Heavily

engaged

Losing /

Engaged

Losing /

Heavily

engaged

1-3 2k2 FW 3k3 FW 4k4 FW

1 RP

4k4 FW

2 RP

5k5 FW

3 RP

HeroicOpportunity

6k6 FW

4 RP

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Roll Winning /

Reserves

Winning /

Disengaged

Even /

Reserves

Winning /

Engaged

Even /

Disengaged

Losing /

Reserves

Winning /

Heavily

engaged

Even / Engaged

Losing /

Disengaged

Even / Heavily

engaged

Losing /

Engaged

Losing /

Heavily

engaged

4-6 2k2 FW 2k2 FW

1 RP

3k3 FW

1 RP

4k4 FW

2 RP

HeroicOpportunity

4k4 FW

4 RP

5k5 FW

5 RP

7-9 1k1 FW

1 RP

2k2 FW

1 RP

2k2 FW

2 RP

3k3 FW

3 RP

4k4 FW

4 RP

HeroicOpportunity

4k4 FW

5 RP

HeroicOpportunity

10-11

1k1 FW

1 RP

2k2 FW

1 RP

HeroicOpportunity

2k2 FW

2 RP

HeroicOpportunity

3k3 FW

3 RP

HeroicOpportunity

3k3 FW

5 RP

HeroicOpportunity

4k4 FW

6 RP

HeroicOpportunity

12-14

1 RP

HeroicOpportunity

1k1 FW

1 RP

HeroicOpportunity

2k2 FW

2 RP

2k2 FW

4 RP

HeroicOpportunity

3k3 FW

5 RP

HeroicOpportunity

3k3 FW

6 RP

HeroicOpportunity

15-17

2 RP 1k1 FW

2 RP

HeroicOpportunity

1k1 FW

3 RP

2k2 FW

4 RP

2k2 FW

6 RP

HeroicOpportunity

3k3 FW

8 RP

HeroicOpportunity

18+ 2 RP

HeroicOpportunity

3 RP 1k1 FW

4 RP

HeroicOpportunity

2k2 FW

5 RP

2k2 FW

7 RP

HeroicOpportunity

2k2 FW

10 RP

HeroicOpportunity

If you receive flesh wounds, you must make a wound check. Dracheneisen affects the number of wounds youtake as normal:

  1 – 12 points: one fewer die of damage

  13 – 24 points: two fewer dice of damage

If a hero receives a heroic opportunity, they roll on the following table:

Roll Heroic Opportunity

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Roll Heroic Opportunity

1 Medic

Next round, the hero has the chance to see a medic. He does not get to make a personal results roll andcannot add his Leadership to the tide of battle roll, but all his flesh wounds and one dramatic wound willbe healed.

2 Pick up the Banner

You see the enemy’s banner carrier fall. You can carry the enemy’s banner for one extra reputation

point each round, but you are at a penalty of 1k0 to all rolls while you do so.

3 “Hold this Ground!”  

You must remain in your current level of engagement for the next two rounds, but you gain extrareputation for doing so:

  Engaged: 1 point per round

 

Heavily engaged: 2 points per round

If the ground is held for both rounds, add 3 to your side’s next tide of battle roll. 

4 Break the Line

You are given the command to charge. Next round subtract 2 from your personal results roll, but yougain 2 bonus reputation points.

If you are not Knocked Out, add 1 to your side’s next tide of battle roll.  

5  A Clear Shot

You have a clear shot at the enemy’s commander. You may make a single ranged attack, at long range. Ifthe attack is successful you rceive 3 extra reputation points, and the enemy receive a -3 penalty to theirnext tide of battle roll.

6 Draw the Line

You must draw the enemy’s forces away from your reserves. Next round you are heavily engaged, butyou receive 2 extra reputation points.

If you are not Knocked Out, add 1 to your side’s next tide of battle roll.  

7 Save a Wounded Comrade

A comrade has fallen in battle; you may save him. You will be heavily engaged for the next two rounds,but you receive 2 extra reputation points per round (your comrade may also reward you).

8 Take the Enemy Banner

You have the opportunity to take the enemy’s banner. First, you must duel the enemy’s banner carrier.

Then you must carry the banner back to your reserves; you may only move one step closer to your

reserves per round.

You receive 3 extra reputation points per round, but you gain a -4 penalty to your personal results rollwhile you carry the banner.

If you make it back to your reserves with the banner, you receive 5 extra reputation points and you mayadd 5 to your side’s next tide of battle roll. 

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Roll Heroic Opportunity

9-0 Duel

You encounter a hero or villain from the opposing side and must defeat them in single combat. Refusingthe duel results in a loss of reputation.

If you win the duel the opposing side takes a -3 penalty on their next tide of battle roll; otherwise yourside takes the penalty.

Run this fight until one combatant is Knocked Out. The round does not continue until the duel isfinished.

After one side wins the tide of battle roll three rounds in a row, they win the battle; the other side retreats orsurrenders.

Heroes on the winning side now receive the reputation points they have accumulated; heroes on the losingside receive only half their reputation points (rounded down).

Heroes on the winning side may loot their opponents by rolling on the table below. If the hero has acommission in the army they have been fighting for, they may add their rank in the Commission advantage totheir roll.

Roll Wealth Items

1 5 G

2 10 G

3 15 G

4 25 G

5 40 G

6 50 G

7 50 G A pistol or sword

8 75 G A pistol or sword

9 85 G A pistol or sword

10 100 G A pistol or sword

11 100 G A fine pistol or sword (adds 1 to attack rolls)

12 200 G

13+ 200 G An unusual item (GM’s discretion) 

In addition, any hero who defeated an enemy in a duel is entitled to their possessions.

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One side is defined to be the attacker, the other to be the defender:

  For the first round of battle, the more aggressive side is the attacker

  For subsequent rounds, the side which last won the tide of battle is the attacker

The GM is responsible for one side; the players are responsible for the other side.

Each side chooses one of the following tactics:

Tactic Description

Advance The army moves forward in an orderly fashion, capturing ground as it goes. Advancing allows agood mixture of defence and offence, making it a reliable, low-risk tactic unless the army iscaught in the crossfire of several enveloping artillery units.

Charge The army rushes forward en masse, attempting to use its size and momentum to sweep theother army aside. This is best used when the enemy is hesitating or reevaluating their position,but an enveloping or flanking manoeuvre can mean disaster.

Envelop The army splits into two flanks and entices the other army into moving between the flanks,neatly enveloping it. This is one of the best responses to a charge, but a well-ordered andcautious army can easily defeat it.

Flank The army sends a strong force to attack the enemy’s side. Armies are big, unwieldy things, so it’sdifficult for them to react in time. This tactic is effective against aggressive opponents, but ofteneasily repulsed by a cautious general.

HoldGround

The army doggedly tries to hold onto the ground it has gained. This is a very defensive tactic, butit can often be surprised by a charge where a slower assault wound have failed.

Regroup The army pulls back a bit, reorganises its formations, and attempts to react to the enemy’s

movements. Very useful against defensive or slow-moving opponents, but futile against moreaggressive tactics.

Scout The army dispatches small units to probe at the enemy and see what reaction they can provoke.This is ideal for discovering holes in defensive formations, but an aggressive tactic can catch thearmy unprepared.

Set vsCharge

The army plants its pikes in the dirt and braces to meet an oncoming charge. This tactic is onlytruly useful against charges and advances, but generally less risky than enveloping.

Trim Line The army straightens out its formation, allowing units to support each other more efficiently.This is extremely effective against tactics that try to outmanoeuvre the army, such as envelopand flank, but careful probing or the sight of a retreating enemy can goad the men intoabandoning their positions to attack.

Withdraw The army begins an ordered retreat. This tactic is often used to draw the enemy into a trap or topull back to a more defensible position when the enemy has attempted to outflank or envelopthe army. This can easily turn into a rout against an aggressive enemy, however, and must beused with caution.

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The tactic decisions for each side are revealed simultaneously, and the modification to the attacking side’s tide

of battle roll is found from the following table:

Attacker’s Action 

Defender’s Action 

   A    d   v   a   n   c   e

   C    h   a   r

   g   e

   E   n   v   e    l   o   p

   F    l   a   n

    k

   H   o    l    d

   G   r   o   u

   n    d

   R   e   g   r   o

   u   p

   S   c   o   u   t

   S   e   t   v   s

   C    h   a   r

   g   e

   T   r   i   m   L   i   n   e

   W   i   t    h    d

   r   a   w

Advance 0 0 -10 -5 +5 +5 0 -5 0 +10

Charge 0 0 -15 -10 -5 +15 +10 -15 +5 +15

Envelop +10 +15 0 -5 -10 +10 -5 +5 -15 -5

Flank +5 +10 +5 0 0 -5 +10 0 -15 -10

Hold Ground -5 +5 +10 0 0 -15 0 0 +5 0

Regroup -5 -15 -10 +5 -15 0 +5 +10 -5 0

Scout 0 -10 +5 -10 0 -5 0 +5 +15 0

Set vs Charge +5 +15 -5 0 0 -10 -5 0 0 0

Trim Line 0 -5 +15 +15 -5 +5 -15 0 0 -10

Withdraw -10 -15 +5 +10 0 0 0 0 +10 0

These modifiers are applied to the tide of battle rolls.

Condition Modifier

Army has the high ground +5

Army is on difficult ground (gravel, mud etc) -5

Army attacked midstream -10

Round down when determining the numerical advantage.

These bonuses are not cumulative.

Condition Modifier

2:1 advantage +5

3:1 advantage +10

4:1 advantage +15

5:1 advantage +20

6:1 advantage (or more) +25

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For troops inside fortifications, multiply their number by the fortification rating when determining numericaladvantage:

Fortification Type Fortification Rating

Fort 1.5

Small keep 2

Large keep 3

Small castle 4

Large castle 5

Small fortress 6

Large fortress 7

Insel 8

Stahlfort 9

El Morro 10

Condition Modifier

Every hero who was heavily engaged last round +5

Every hero who died / was Knocked Out last round -5

This is an optional rule to reflect the way different types of units are used in battle:

 

Infantry units are versatile

  Cavalry units are most effective when they are lightly engaged

  Artillery units should be as far away from the enemy as possible

The hero’s personal results roll is modified by the answer from this table: 

Unit Type Reserves Disengaged Engaged Heavily Engaged

Infantry 0 0 0 0

Cavalry +1 +2 +1 -4

Artillery +4 +2 0 -6

If this optional rule is used, heroes in cavalry or artillery units can only change their level of engagement byone step each round. The GM can spend a DD to move a hero’s level of engagement by one step. 

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“Charge their Line!”  

The hero and 5 brutes are ordered to charge a line preparing to fire muskets. The hero’s group suffers amassed fire attack; the line has a volley rating of 36. If the hero is not Knocked Out, he receives 5 extrareputation points.

Cavalry Unhorsed

A countryman is knocked off his horse. You can choose to protect him while he remounts, but you must take a-2 penalty to your personal results roll for the next 2 rounds.

If you are not Knocked Out, the cavalryman protects you; this grants you a +1 bonus to your personal resultsroll until the end of the battle.

Firing Commander Falls

A nearby commander is killed; if you have a commission of Sergeant or better, you can take his place.

You become heavily engaged but can use the massed fire rules to attack the enemy each round. Your groupconsists of 18 brutes (threat rating 1), giving a volley rating of 24. For every 2 hits (rounded up) you inflict onthe enemy, the opposing general’s next tide of battle roll is at a -1 penalty.

For every dramatic wound you take, one of your brutes dies. If more than 5 brutes die, the rest flee, endingthis heroic opportunity.

Take This Message… 

You are commanded to carry a message to either the reserves or to the heavily engaged part of the battle,whichever is further away.

You may only move one step per round, and then only if your personal results roll is 10 or more.

When you reach your goal your general receives a bonus to his next tide of battle roll equal to 10 minus thenumber of rounds it took you (minimum 0), and you receive this number of reputation points.

Wounded Porté Mage

You see a Porté mage fall nearby. You can choose to defend the mage for the rest of the battle, but to do thisyou must take a -2 penalty to your personal results rolls from now on.

If you are not Knocked Out at the end of the battle the mage rewards you with their share of the loot; youreceive an extra roll on the loot table with a +3 bonus.

1d10 Roll Winning Side

Killed / Wounded

Losing Side

Killed / Wounded

1 1% / 2% 2%/ 5%

2 2%/ 5% 5% / 10%

3 5% / 10% 10% / 20%

4 10% / 20% 20% / 25%

5 2% / 10% 5% / 20%

6 5% / 20% 10% / 25%

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1d10 Roll Winning Side

Killed / Wounded

Losing Side

Killed / Wounded

7 10% / 25% 20% / 40%

8 20% / 40% 25% / 50%

9 5% / 25% 10% / 40%

10 10% / 40% 20% / 50%

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To build a fortification, first determine the Fortification Rating you require, then consult the following table tofind the time and money it initially requires.

FR Time Cost TN

1 0 days 0G 0

+ 0.1 up to 2 1 day 1,000G +1

2 10 days 10,000G 10

+0.1 up to 3 2 days 1,250G +1

3 30 days 22,500G 20

+0.1 up to 4 4 days 1,5000G +2

4 70 days 37,500G 40

+0.1 up to 5 8 days 1,750G +3

5 150 days 55,000G 70

+0.1 up to 6 16 days 2,000G +4

6 310 days 75,000G 110

+0.1 up to 7 32 days 2,500G +5

7 630 days 100,000G 160

+0.1 up to 8 64 days 5,000G +6

8 1270 days 150,000G 220

+0.1 up to 9 128 days 10,000G +7

9 2550 days 250,000G 290

+0.1 up to 10 256 days 25,000G +8

10 5110 days 500,000G 370

The lead engineer must roll Wits + Architecture or Wits + Drafting against the TN for the fortress. If this roll is a

success, the fortress is built on schedule; if the roll fails, the time and cost increase by an amount equal to the+0.1 modifier. At the end of this time, the engineer rolls again, adding the new result to the previous total. Thisprocedure continues until the fortification is complete, or you quit.

If you quit early, the FR is equal to the highest FR you could have successfully beaten the TN of.

Temporary fortifications cannot exceed an FR of 2, and are one-tenth the time and money to build, but aredestroyed after a single battle.

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Advantage Cost Description

Die KreuzritterMembership

DK 74 5 HP You get 100g and a special item from the bag of tricks at thestart of any mission for the order.

You may make Resource rolls (see below).

You may get access to areas sealed by the church.

May act as ordained priests.+2 unkept dice on resisting torture or interrogation.

Faction advantage depends on faction:

  Assassins: -2 cost on Nightblade advantage.

 

Phantom Guard: -2 cost on Nacht sorcery.

  Town Guardians: -2 cost on Acolyte advantage.

  Vigilants: -2 cost on Blessing advantage.

Acolyte DK 71 3 HP You are training a loyal 60 HP henchman. Accumulates XP atthe same rate as the hero.

Can try a solo mission to become a knight; roll 1d10 to

determine whether the acolyte survives the mission:

 

1 – 10 XP: Survives on 9 – 10

  11 – 15 XP: Survives on 8 – 10

  16 – 20 XP: Survives on 7 – 10

  21 – 25 XP: Survives on 6 – 10

  26 – 30 XP: Survives on 5 – 10

  31 – 35 XP: Survives on 4 – 10

  36 – 40 XP: Survives on 3 – 10

  41 – 50 XP: Survives on 2 – 10

When the acolyte reaches 51 XP they become a knight.

Blessing DK 72 3 HP Only if no Sorcery or Shamanism. 

All damage dealt to you is reduced by 1 flesh wound; forbrutes, the damage per hit is reduced by 1.

Nightblade DK 72 6 HP You can call forth a stiletto (0k2 knife with +1 unkept die onattack) made of shadow that is not blocked by physicalobjects, so it cannot be parried or used to parry with. Youcan dispel it at will. You cannot throw the blade. You lose theblade for 1 hour if it is touched by sunlight. You have a ½”

diameter black spot on your palm.

Acquiring this advantage causes loss of all Sorcery other thanNacht. This advantage can be cancelled by things that cancel

Sorcery.

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Cost varies (max 10 HP).

You are in charge of a Sanctuary.

Size:

  Small (1 HP): 1 building, 4 knights, 3 acolytes, 2 laymen, 5000G per year

  Medium (5 HP): 1 building, 8 knights, 6 acolytes, 4 laymen, 10,000G per year

 

Large (6 HP): 2 buildings, 14 knights, 10 acolytes, 7 laymen, 15,000G per year

Leadership:

 

Poor Leader (-1 HP): Knights operating out of this sanctuary receive a -1 penalty to Resource rolls within100 miles of it.

 

Good Leader (1 HP): Knights operating out of this sanctuary can move their Bag of Tricks roll up or downone row on the chart; this may wrap around from 10 to 1 and vice-versa.

 

Excellent Leader (3 HP): As Good Leader above, plus Knights operating out of this sanctuary receive a +1bonus to Resource rolls within 100 miles of it.

Wealth:

  Poor Sanctuary  (-1 HP): Knights operating out of this sanctuary receive only 25G for missions, and thesanctuary’s yearly income is reduced by 1000G. 

  Wealthy Sanctuary  (1 HP): Knights operating out of this sanctuary receive 200G for missions, and thesanctuary’s yearly income is increased by 2000G. 

Modifications:

 

Chapel (2 HP): Once per story, a knight who has been operating out of this sanctuary for at least a monthcan declare one roll for which dice may explode, even if the knight is crippled or unskilled.

 

Healers (3 HP): Knights operating out of this sanctuary always have a Healing Balm.

  Secure Building (5 HP): The sanctuary is in a strong, solid building. Climbing, Stealth and Lockpicking rollsmade in relation to it are at +10 TN.

  Secret Entrance (3 HP): The only entrance to the sanctuary is hidden. For chases, you receive a 4 phasehead start over your pursuers.

  Training Hall  (1 HP): Knights who operate out of this sanctuary receive 1 XP at the end of every story,which must be spent on martial knacks.

Weapons Stiletto

Cost 25 HP (50 XP)

20 HP for Boucher students

Description Trained in the use of two stilettos.

This is an assassin’s school. 

Skills Criminal, Knife

Advantages None

Knacks Start with 3 at rank 1, 1 at rank 2.

Double-attack (Knife), Riposte (Knife), Throw (Knife), Exploit Weakness (Mortis)

Note: Throw (knife) is considered to be a basic knack for Mortis fighters.

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Traveling Time runs at the normal rate. Walking is the only form of travel available. Characters maytravel 50 ft per action.

Shadowburn Characters in the Dark Paths make a Brawn check against TN 15 every Brawn minutes. Oncethey fail this check or the next check after they have made this check Brawn times, they lose 1Resolve every round. Characters die when they reach -1 Resolve. It takes one full day of rest to

heal 1 rank of Resolve.OtherDangers

Various monsters and Nights roam the Dark Paths.

Other Rules Fire does not work in the Dark Paths.

Sound does not travel as far and so it is easy to be caught unaware or be unable tocommunicate with a companion who is not very far away.

Before a mission you may roll on this table to receive an item; if you are preparing for a specific mission youmay request a specific item.

Unless specified otherwise you are expected to return the item after the mission.

Roll Item Description

1 Kazi’s

OintmentThis balm conceals the wearer’s scent for up to 8 hours; anyone attempting to track

you by scent loses 2 ranks of Tracking.

You receive one dose. You are not expected to return this item.

2 Glowing

Stones

You receive 10 palm-sized stones which give off a greenish light which illuminates up to

6” away. 3 Herbal Balm Applying this gel (which takes one action) heals either one dramatic wound or all flesh

wounds (player’s option). 

You receive one dose. You are not expected to return this item.

4 Shadow Bag This bag (2’ cube) can be placed in (and retrieved from) your shadow; this takes one

action. In addition, its contents are weightless.

5 DisguisedBlade

This knife looks like a Vaticine cross (2 free raises to conceal it).

6 SilverThimbles

You receive two thimbles; when struck together, all non-magical locks (TN 25 or less)become locked if they were unlocked, and vice-versa.

7 CampfireCrystals

For eight hours after being struck, these fist-sized crystals give off heat equivalent to acampfire, but no light. The heat can be used for keeping warm, cooking or starting afire.

You receive three crystals. You are not expected to return them.

8 PebbleWatchmen

When stepped on, these small stones burst with a loud popping sound, removing 2ranks from the Ambush knack from anyone trying to surprise you.

You receive enough pebbles to cover a 10’ square area; You are not expected to return

them.

9 Sounding

Beads

You receive a set of two beads; one black and one white. Any noise made near the

black bead is reproduced by the white bead, provided they are within 50’ of eachother.

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Roll Item Description

10 Hound’s

PowderThis dust is taken like snuff; it adds one rank to your Tracking knack for 8 hours, but theeffect is negated if the creature you are tracking has no scent.

You receive two doses. You are not expected to return them.

Roll 2d10 (non-exploding); you receive a bonus to this roll of +1 for every 5 missions you have completedsuccessfully (up to a maximum of +15), and a -2 penalty for every item from the bag of tricks that you wereexpected to return but did not.

Request Details

More money TN is 3 for every 50G you are requesting.

Calling onlaymen

Specify the rank in one trait and one knack that you require the laymean to have:

Trait:

  Rank 0: TN 1

  Rank 1: TN 3

  Rank 2: TN 5

  Rank 3: TN 10

  Rank 4: TN 15

  Rank 5: TN 20

Knack:

  Rank 0: TN 1

 

Rank 1: TN 2 

Rank 2: TN 4

  Rank 3: TN 6

  Rank 4: TN 8

 

Rank 5: TN 10

If the roll is a success, the layman can be contacted within a day. If not, you may roll againbut you must lower the trait and knack by at least 1, and the layman takes an extra day tocontact.

Specific well-known layman, and the TNs required to contact them, are listed below.

Borrowing major

artifacts

Major artifacts (described with TNs in DK 77-78) can be borrowed if they are of critical

importance; only one can be borrowed at a time.If the artifact is lost or destroyed you receive a -5 penalty to future Resource rolls.

Calling on otherknights

This is entirely at the discretion of the GM.

These laymen are detailed in DK 46-47.

Name Location Stats TN

Brand Smith Carleon Wits 4, Lockpicking 4 20

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Name Location Stats TN

Donovan “the Black”  Canguine Wits 5, Poison 5 25

“Deadeye” Sydney O’Brien  Liumnech Finesse 5, Attack (Crossbow) 5 25

Ian MacBride Connickmoor Wits 4, History 4 18

José Nuñez del Rios Vaticine City Wits 4, Research 5 20

Juanita Avila del Lopez Avila Wits 5, Surgery 5 25

Pio Carcia del Nuñez San Gustavo Finesse 4, Pilot 4 18

Jerome Bansbach Freiburg Finesse 5, Pickpocket 4 23

Rica Gabler Atemlos Finesse 4, Glassblower 4 18

Emilie Tamis Tamis Panache 5, Fashion 5 25

Danielle du Paix Paix Wits 4, Lip Reading 5 20

Laurent Flaubert du Doré Charouse Wits 4, Law 4 18

Genadi Kirilovich Sousdal Wits 4, Interrogation 5 20

Khava Yuriovna Breslau Wits 4, Occult 4 18

Grim Sawfen Kirk Wits 4, Shadowing 4 18

Eleonora Numa Panache 5, Seduction 3 21

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Advantage Cost Description

Explorer’s SocietyMembership

ES 17-19 1-7 HP Different levels of membership are available:

  1 HP: Trade Sea

  2 HP: Frothing Sea

  3 HP: La Boca

  4 HP: Forbidden Sea

 

5 HP: Mirror  6 HP: Corridors of Flame

 

7 HP: 7th

 Sea Council (reserved for NPCs)

At level 5 and above, you gain the Archaeologist skill for freeand Syrneth Lore is considered a basic knack for you.

Explorers cannot raise their Society Lore or Syrneth Loreknacks higher than their membership level.

Weapons Improvised Weapon

Cost 25 HP (50 XP)

Description Learns the arts of improvisation and quick thinking.

Skills Athlete, Dirty Fighting

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Bind (Improvised Weapon), Corps-a-corps, Riposte (Improvised Weapon), Exploit Weakness

(Shield Man)

Reference AH 60; ES 76

Apprentice Negates the off-hand penalty when using an improvised weapon.

If your weapon breaks, roll one die. On an even number you prevent the breakage.

Journeyman You may use your Active Defense to protect others (with no penalty).

When making Avoid rolls to dodge the effects of a trap, can push another person out of the

way with one raise (instead of the normal 2).

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Master Action dice may be used as if they were 2 phases lower when used for an Active Defense.

Your Active Defense rolls are made as if your Trait (usually Wits) was one higher than it is.

Weapons None

Cost 25 HP (50 XP)

Description Academic school for using Syrneth artifacts

Skills Archaeology, Scholar

Advantages None

Knacks Start with 4 at rank 1, 1 at rank 2

Domae, Drachen, Setine, Tesseran, ThalusaiReference ES 76

Apprentice Can repair Syrneth gear with appropriate Tinkering knack check at TN30, plus one raise permissing piece of equipment.

Can refuel a used device at TN40; failure means the device can never be refuelled.

If you miss a TN by 4 times your Wits rank, roll on the Mishaps table (ES 82-83)

Journeyman Can merge two devices together; choose one to be the base item, and roll that knack againstTN30, plus one raise per additional device after the second, plus one raise per additionalSyrneth type after the first. Resulting device has all the effects of the merged devices.

TN to refuel becomes 30.

Master Can create devices with a particular ability from non-functional Syrneth resources. Mechanicallysimilar to the Journeyman ability except the TN is 40, plus two raises per additional ability afterthe first, plus one raise per additional Syrneth type after the first. On success, the device works;select abilities and roll for a flaw (IG 77-79).

TN to refuel becomes 25.

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Advantage Cost Description

Invisible CollegeMembership

IC 78 5 HP You get an annual stipend of 10-100g.

You start with two free 1-point Connection advantages toyour two links in the Chain of Knowledge. You can increasethe connection by spending points.

You treat the Astronomy and Natural Philosophy knacks in

the Scholar skill as if they were basic knacks.

You understand and can spot the Math Code and MusicCode. You can't translate them without Mathematics (2) orMusic (2) and without knowledge of the sender's variation.

Protégé IC 81 2 HP You have a 50 point henchman as a student who is assistingyour research. This henchman gains experience along withthe player and graduates upon when you decide he does orwhen he has 51 XP.

Cost varies (max 10 HP).

You have your own secret laboratory, which has a number of scientists (75HP henchmen) and assistants (TR 2brutes who have 2 scientific knacks).

The adacemy’s size determines the number of assistants and students it has, and the income it provides:  

  Small (1 HP): 1 room, 2 assistants, 150G per year

  Medium (3 HP): 3 rooms, 1 scientist, 4 assistants, 400G per year

  Large (5 HP): 6 rooms, 2 scientists, 12 assistants, 1000G per year

Modifications:

 

Contact  (2 HP): The laboratory has a connection in the local Vaticine church; treat this as a Connection(confidant) advantage.

  Secret Entrance (3 HP): The only entrance to the laboratory is hidden. For chases, you receive a 4 phasehead start over your pursuers.

  Secret Compartment (2 HP): The laboratory has a hidden safe (lock TN 20) which can store papers or smallinventions. It requires 15 minutes and a Wits check at TN 25 to find the safe.

  Secure Building (5 HP): The laboratory is in a strong, solid building. Climbing and Lockpicking rolls made inrelation to it are at +10 TN.

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Weapons Fencing Sword

Cost 25 HP (50 XP)20 HP for Gallegos students

Description This school teaches how to defend yourself and plan for an escape.

Skills Athlete, Fencing

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Bind (Fencing), Disarm (Fencing), Wall of Steel (Fencing), Exploit Weakness (Bonita)

Reference IC 79

Apprentice You get +5 to parry with a fencing weapon.

When you hold an action, increase that die's number each phase to the current phase.

Journeyman You may add your Wall of Steel rank to your Parry (Fencing) active defense.

You get a free raise at the start of a chase.

Master You gain 1 free rank in Parry (Fencing). This may raise it to 6. If not, you may later raise it to 6by paying 25 XP.

When out of actions, you may spend drama dice to perform an active defense.

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The following are normally required for each rank:

Rank Requirements

Initiate Servant skill

Poor Knight Athlete skill, Fencing skill

Wandering Knight Two traits at 3. Fencing (Attack) 3, Leaping 3, Surgery 3.

Sergeant Knight Three traits at 3. Master Swordsman. Leaping 5, Surgery 5.

Adept Knight Three scholar knacks at 3. Accounting 3.

Senior Knight Diplomacy 3, Etiquette 3, Law 3, Mathematics 3, Oratory 3.

Master Knight Diplomacy 5, Etiquette 5, Oratory 5.

Knights from different nations emphasize different traits and skills in training:

Nation Emphasised Traits Suggested Skills Suggested Advantages

Avalon Wits, Finesse Hunter, Spy, Streetwise, Archer Appearance, Keen Senses

Castille Wits, Resolve Hunter, Scholar, Firearms Castillian Education, Faith

Eisen Brawn, Resolve Hunter, Sailor, Athlete, Wrestling Indomitable Will, Large,Toughness

Montaigne Finesse, Panache Courtier, Athlete, Fencing, Riding Foul Weather Jack, Noble

Vendel Wits, Panache Courtier, Merchant, Streetwise Connection, Commission,Servants

Vodacce Finesse, Resolve Courtier, Scholar, Streetwise, DirtyFighting

Connections, Keen Senses

Players are discouraged from playing Usuran knights.

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Advantage Cost Description

Rose and CrossMembership

RC 70 5 HP The knight you served under as a Tyro can provide guidance.

Sorte sorcery has a +10 TN to affect you.

You have access to the chapter houses and libraries.

You gain 1 extra reputation die.

-2 HP on cost of Indomitable Will  advantage.

Dietrich Sword RC 68 2 HP Damage with this sword lets you re-roll any 1's.

The Secret RC 67 5 HP You may raise one trait of your choice to 6 by spendingexperience. (You can only get this for one trait, and it cannot

be the same one as for Legendary Trait.)

(This advantage can be purchased for 15 XP.)

Tyro RC 68 2 HP You have a 50 HP Henchman who is loyal to you and trainingunder you to become a knight. If your Tyro dies, you cannotget another for a full year. If your Tyro gets 150 XP, hebecomes a Knight.

The Vow RC 67 1 HP If you spend 20 drama dice (total), a vow you make will cometo pass. You can only have one vow at a time. This vow maynot be against the Rose and Cross beliefs, be impossible, orbe something that would lose you reputation.

Cost varies (max 10 HP).

You have founded your own chapter house.

Size:

  Small (1 HP): 1 master knight, 1 senior knight, 1 adept knight, 1 sergeant knight, 5 wandering knights, 5poor knights, 10,000G per year

  Medium  (4 HP): 1 master knight, 2 senior knights, 2 adept knights, 2 sergeant knights, 10 wanderingknights, 10 poor knights, 12,500G per year

 

Large (7 HP): 1 master knight, 3 senior knights, 3 adept knights, 3 sergeant knights, 15 wandering knights,

15 poor knights, 15,000G per yearLeadership:

  Average Leadership (0 HP): 5 new poor knights each year

 

Good Leadership (1 HP): 10 new poor knights each year; +1000G income

  Excellent Leadership (2 HP): 15 new poor knights each year; +2000G income

Security:

  Decent Security (3 HP): Climbing, Stealth and Lockpicking rolls made in relation to the chapter house areat +5 TN.

  Good Security (6 HP): Climbing, Stealth and Lockpicking rolls made in relation to the chapter house are at+10 TN.

 

Excellent Security (9 HP): Climbing, Stealth and Lockpicking rolls made in relation to the chapter house areat +15 TN.

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Status:

  Poor Reputation (-3 HP): You do not receive the usual reputation bonus for being a knight.

 

Famed Reputation (5 HP): You receive two reputation dice (rather than the usual one) for being a knight.

Modifications:

 

Library (1 HP): Knights who study here receive 1 XP at the end of each story, which must be spent on civilknacks.

 

Training Hall (1 HP): Knights who study here receive 1 XP at the end of each story, which must be spent onmartial knacks.

Weapons Fencing Sword + Main Gauche

Cost 25 HP (50 XP)

15 HP for Valroux students

Description Fights with the sword in the left hand and main gauche in the right hand.

Very like the Valroux style, but without the taunts. Teaches a new double-attack.

Skills Fencing, Knife

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Double-parry (Fencing/Knife), Feint (Fencing), Lunge (Fencing), Exploit Weakness (Desaix)

Reference RC 66-67

Apprentice Negates the off-hand penalty when using a dagger or main gauche.

Get +5 on Active Defense parry with dagger or main gauche in off hand.

Journeyman May attack with Fencing weapon and Knife as two attacks during the same phase on a singleopponent with a penalty of –2 unkept damage dice for each of the attacks.

Master Once per round, you can do an Interrupt action for an Active Defense using one Action die(instead of the normal 2).

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Advantage Cost Description

El Corazón (Membership) LV 72 7 HP You are a leading member of Los Vagos and help set policy.You may request to wear the Mask of El Vago.

You can draw upon fellow Los Vagos for support and shelter.

You are expected to financially support Los Vagos efforts.

You know how to contact one of the Inner Circle members (3pt Connection)

If you have Athlete skill, you get 1 rank of Break Fall and 1rank of Leaping.

When acting for Los Vagos, you get +1 reputation die perstory.

Affiliated (Membership) LV 73 5 HP You are a regular member of Los Vagos.

You can draw upon Patróns of Los Vagos for support andshelter. Your expenses are paid for while in Castille via aidfrom Los Compañeros.

You know how to contact one of El Corazón (2 pt Connection)

If you have Athlete skill, you get 1 rank of Break Fall and 1rank of Leaping.

Unaffiliated(Membership)

LC 73 3 HP You are a low ranking member of Los Vagos.

You can draw upon Patróns of Los Vagos for support andshelter. Your expenses are paid for while in Castille via aidfrom Los Compañeros.

You know how to contact one of the Affiliated.

If you have Athlete skill, you get 1 rank of Break Fall and 1rank of Leaping.

Patrón (Membership) LV 74 3 HP You are a Noble patron of Los Vagos. You provide financialsupport.

You can draw upon Los Vagos for support and shelter.

You know how to contact one of El Corazón or one Affiliated(2 pt Connection).

Compañero (Membership) LV 74 2 HP You are a quiet supporter of Los Vagos. You help the othermembers when they need it and receive payment (when youchoose to accept it).

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Cost varies (max 10 HP).

You have your own Los Vagos group. They receive 500G per year from various sources (which must be spenton Los Vagos missions). The group grows at the rate of 1 person every 2 years.

Size:

 

Small (1 HP): 3-5 members, 2 compañeros

  Medium (3 HP): 6-10 members, 3-5 compañeros, one middle class patrón (100G extra income per year)

  Large (5 HP): 10-20 members, more than 10 compañeros, several wealthy patrons (500G extra income peryear)

Affilliation (3 HP): The cabal is affiliated with El Corazón and has contact with the Inner Circle (equivalent to a 3point Connection advantage).

If you do not wish to lead your cabal, you must purchase a leader:

  Fair Leader (1 HP): The leader is fairly competent.

 

Good Leader (2 HP): The leader knows how to approach most situations.  Great Leader (3 HP): The leader knows how best to use each member.

Wealth:

  Destitute Cabal (-2 HP): The cabal has no income. You cannot spend points on a hideout.

  Secure Cabal  (1 HP): The cabal receives 1000G per year (rather than 500G) and grows at the rate of 1person every year.

  Successful Cabal (2 HP): The cabal receives 2000G per year (rather than 500G) and grows at the rate of 2people every year.

Hideout:

  Inn (2 HP): There is an inn run by a compañero which the cabal can use.

 

Rancho  (4 HP): There is a farm or rancho owned by a compañero which the cabal can use as a base ofaction.

Hideout traits:

  High Vantage Point (1 HP): The hideout has a bell tower or is situated atop a high hill. If a guard is posted,Stealth rolls made to approach the hideout are at +10 to TN; if the roll fails, the hideout’s occupants have

enough time to prepare.

  Secure Building (5 HP): The hideout is in a strong, solid building. Climbing and Lockpicking rolls made inrelation to it are at +10 TN.

  Secret Entrance (3 HP): The hideout has a hidden entrance. For chases, you receive a 4 phase head startover your pursuers.

  Weapons Cache (2 HP): The hideout has a hidden stockpile of swords, pistols etc.

Weapons Fencing Sword

Cost 25 HP (50 XP)

20 HP for Aldana students

Description Teaches use of a fencing sword with a spring-loaded knife blade in the hilt or with a knife in theoff hand.

Skills Fencing, Knife

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Advantages None

Knacks Start with 3 at rank 1, 1 at rank 2.

Bind (Fencing), Corps-a-corps (Fencing), Pommel Strike (Fencing), Exploit Weakness (El PunalOcculto)

Reference LV 77

Apprentice Negates the offhand penalty when using a knife.

You get +5 to hit with a knife in your off hand.

Journeyman When you succeed at a corps-a-corps attempt, you can immediately make a 1k2 knife attackwithout penalty.

Master Once per combat, after making a successful Fencing attack, you can immediately make twopommel strike attacks. If there is a knife there, it deals knife damage.

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  Secure Cell (1 HP): The cell has wealthy patrons. It receives 4000G per year and one new member everyyear.

  Successful Cell (2 HP): The cell has been around for nearly a century; It receives 5000G per year and threenew members every tear.

Leadership:

 

No Leader (0 HP): The cell has no leader.  Average Leader (0 HP): The cell receives a new member every two years.

 

Good Leader: (1 HP): The cell receives 500G per year and a new member every two years.

  Excellent Leader (2 HP): The cell receives 1000G per year and a new member every year.

Modifications:

  High Vantage Point  (1 HP): The cell’s headquarters has a bell tower or is situated atop a high hill. If a

guard is posted, Stealth rolls made to approach the headquarters are at +10 to TN; if the roll fails, theheadquarters’ occupants have enough time to prepare.  

  Library  (1 HP): Characters who study here for at least a month receive 1 XP at the end of every story,which must be spent on civil knacks.

  Plant  (2 HP): The cell has an informant in the local government; treat this as a Connection (confidant)advantage.

  Secret Entrance (3 HP): The cell’s headquarters has a hidden entrance . For chases, you receive a 4 phasehead start over your pursuers.

  Secure Building (5 HP): The cell’s headquarters is in a strong, solid building. Climbing and Lockpicking rollsmade in relation to it are at +10 TN.

  Wanted Leader (-1 HP): The cell’s leader cannot show himself in public. 

  Weapons Cache (2 HP): The cell’s headquarters has a hidden stockpile of swords, pistols etc.  

Costs 2 HP.

You have a trick coat designed by Uppmann. Roll 1d10:

Roll Benefit Description

1 Picks A set of lockpicks is conceal in the collar (Wits TN 35 to locate).

2 Knives Two spring-loaded knives (1k1 damage) are hidden in the sleeves. Whenactivated, they spring into the wearer’s hands. It takes two actions to reset each

blade after use.

3 Pistol A spring-loaded pistol (4k3 damage, 10’ range) is hidden in the sleeve. Whenactivated it springs into the wearer’s hand. The pistol is destroyed when used;

replacements cost 25G.

4 Secret Pockets The coat contains two concealed pockets, unnoticeable even to the mostthorough search.

5 Weighted The bottom of the coat is weighted so that it can be used as an improvisedweapon (soft, 0k2 damage). Heroes with the Attack (improvised weapon) knackor the Tout Pres School receive a free raise when using the coat.

6 Reversible When reversed, the coat appears to be a completely different coat (possibly aspecific uniform or priest’s frock). It takes 3 actions to reverse the coat, 5 while

running.

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Roll Benefit Description

7 Secret Buttons Three of the coat’s buttons are hollow and can contain any of the following: 

  Gunpowder: causes a rank 1 explosion when thrown.

  Poison: enough for one dose.

 

Wire garrotte: for strangulation.

  Hidden compartment: useful for carrying messages etc.

8 Armour A thin lining of chainmail is woven into the coat, reducing damage (exceptdamage from firearms) by 2 flesh wounds per hit.

9 Waterproof The coat has been waterproofed and can be inflated to serve as a lifejacket,enabling the wearer (and only the wearer) to stay afloat.

10 Roll twice on this table, ignoring this result hereafter.

Weapons Knife

Cost 25 HP (50 XP)

Description Developed by Rilasciare assassins, it teaches to fights with a knife and to make the lethal blowquickly.

Designed for stealth and fast, lethal blows. This is a dirty, honorless style of fighting.

Skills Dirty Fighting, Knife

Advantages None.

Knacks Start with 3 at rank1, 1 at rank 2.

Beat (Knife), Corps-a-corps, Lunge (Knife), Exploit Weakness (Vipera ex Morsi)

Reference RI 78-79

Apprentice Negates the off-hand penalty when using a knife.

Get +5 on Attack with a stilleto (including called shots).

Journeyman If you miss your attack by up to Attack(Knife)*2, you still hit but your opponent does not make

a Wounds Check for the damage.

Master Once per attack, you can have your opponent re-roll a successful Wounds Check.

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Advantage Cost Description

Sophia's DaughtersMembership

SD 80 5 HP You have the ability to contact the Oracle through a scryingbowl, mirror, or pool. You may ask one question per story.

You know three secure locations to hide out.

You know a single portal to Bryn Bresail.

You have a 1 point Connection advantage with anotherDaughter. This connection may be strengthened by spendingmore HP.

You have practical knowledge of the Book of Mysteries.

You may purchase an additional Panache point when startingfor 2 HP less. Your maximum starting Panache is 4.

The Balm SD 87 5+ HP Female only. 

For every 5 HP spent, you have lived 50 years longer thanyour appearance suggests.

You are immune to disease.

You gain the Scholar skill for free.

You gain 1 free point of a Language.

For each additional 4 HP spent, you gain 2 points of Languageand 2 ranks of History (maximum of 5, then you can spendthe 2 points on any other civil skill).

Songbird SD 89 1 HP You have a trained Sweetwren that can carry messages backand forth for you to any location it has been.

Cost varies (max 10 HP).

You have founded your own safehouse. Safehouses may have resident Daughters and allies (maids,messengers, etc).

Size:

 

Abandoned  (0 HP): The house has no-one caring for it (you cannot buy the Healer modification for thissafehouse)

 

Small (2 HP): 1 daughter, 3 allies

  Large (4 HP): 2 daughters, 10 allies

Modifications:

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Cost 40 HP for Full-Blooded.

(Half-blooded is not a valid choice.)Description Some daughters of Sophia are born with this sorcery. It can skip generations.

This sorcery involves water magic and the seeing of distant places and times.

While this sorcery is almost always on women, a small number of men have had it as well.

Reference SD 92-100

Apprentice You can sense whether someone is good (a hero) or evil (a villain).

You can breathe water (but not other liquids).

You gain the  Appearance (Above Average)  advantage for free, or get a -5 HP cost on an Appearance advantage.

Adept Your Scry ability improves.

You may travel to/from Bryn Bresail through special pools. To do so, make a Wits+Scry roll withTN 20. You get -10 on your roll for every person you try to bring with you. These people suffer1d10 - their Resolve rounds of disorientation (they get -10 on all rolls).

Master Your Scry ability improves.

FalsePotion

To make a potion that appears in all ways like the real one but without the effect, use the average ofthis knack and the appropriate potion knack to determine your effective rank for the roll. Forexample, if False Potion is 3 and your potion knack is 1, then roll as if your knack were 2. The falsepotion still uses the same ingredients.

Scry Using a pool of fresh water, you may see and hear what is going on at another place (or time). To dothis, spend a drama die and roll against against a TN of 20. Instead of using a trait, your mastery level(apprentice=1, adept=2, master=3) is used for the base. For example, an adept with Scry of 3 wouldmake a roll of 5k2. Others within sight and hearing of the pool may also see and hear the events. Thistakes several minutes to do, and if interrupted you take a -10 on your roll. When peering into the

future, things look blurry.An apprentice can only look in the present and only at people, places, and things they are familiarwith. Something they have seen only once results in a -5 on the roll. An adept can see into the pastup to their birth and into the future up to one year. They get a -1 on their roll for every 2 years intothe past or every week into the future. A master can see without limits into the past and future andsuffers only a -1 for every 5 years.

The GM may spend a drama die to replace a vision with something else.

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Potion There is no single potion knack; each potion is a separate knack.

Brewing a potion requires a roll of Wits + appropriate potion knack against the potion's TN. Eachingredient that you skip gives you a -10 on your roll. It takes 30 minutes to brew a potion. Eachbrewing attempt produces your mastery level in doses (apprentice=1, adept=2, master=3).

Potions that modify traits and knacks cannot raise them above 7 or lower them below 0. By default a

potion will change a trait or knack by 1 rank; you must take a raise for each additional rank. Themaximum number of ranks of change a potion can perform is equal to your mastery level(apprentice=1, adept=2, master=3).

Elixirs and philters are ingested. Fumes and vapors are inhaled. Balms, dusts, oils, and powders areapplied with contact. You can chance the kind of a potion by taking a -5 on your roll.

Potion effects last for one Act.

A person may only be affected by their Brawn in potions at a single time. If an additional potion isapplied, the oldest one still affecting them is cancelled. Also, a person may not be affected by morethan one kind of potion (philter, oil, balm, etc.). If a new kind is applied, all those of a different kindare cancelled.

Potion TN Ingredients Effects

AntidotePhilter

20 A spider Nullify the effects of one poison.

Cooling Balm 15 Fresh leaf from anoak tree

Makes the person immune to damage from hot weather.

Dust ofIrritation

15 A pinch of pepper The person has fits of itching and sneezing. This gives them a -5on all rolls.

Dust ofPetrification

40 A stone from ariverbed

The person takes on a stone-like appearance. They gain +3k0on Wound Checks and all Action Dice are delayed by 2 phases.

Elixir of Eagle'sFlight

30 Two feathers froman eagle

The person may fly. This does not increase their base speed.

Elixir of GoodFortune

30 A foot of a rabbit The person gains a number of luck dice equal to the brewer'smastery level (apprentice=1, adept=2, master=3). Luck dicework like drama dice for modifying a roll (but not for otherdrama dice functions).

Elixir ofTongues

25 You can understand and speak any language. This does notinclude reading and writing.

Elixir of Velme 15 A feather from asongbird

The person will feel lustful. Seduction and Charm attempts onthe person get a +5.

Elixir ofWarmth

20 A pinch of white ashfrom a fire no morethan a day old

Makes the person immune to damage from cold weather.

Fumes ofSlumber

20 A pinch of sand The person makes a contested roll of their Resolve against thebrewer's Wits+this knack.. If the person loses, they sleep untilthe potion wears off.

Gilead'sWhisper (Elixir)

25 A glove of white silk Disguises all signs of sorcery (but not shamanism) the personmay have. The effect is cancelled if sorcery is used.

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Potion TN Ingredients Effects

Glasswater(Balm)

30 A snake's shed skin The person may reshape their appearance to take on a newlook. This does not change size or clothing. It may lessen theeffects of Appearance or Unnerving Countenance advantages.

Healing Balm 25 A scab from yourbody

Heals all flesh wounds plus one dramatic wound.

Love's ScentedOil

20 A dozen red roses The person gains +5 on Seduction and Charm attempts.

Oil ofClumsiness

25 A foot of analbatross and downfrom a fledglinghawk

Lowers the person's Finesse as per the trait altering rules.

Oil of Dullness 25 A powdered mule'shood and threeworker ants

Lowers the person's Wits as per the trait altering rules.

Oil ofFeebleness

25 An earthworm and acobweb

Lowers the person's Brawn as per the trait altering rules.

Oil of Sloth 25 A handful of mossand a powderedclamshell

Lowers the person's Panache as per the trait altering rules.

Oil ofWeakness

25 A mouse's tail and 3eggshells

Lowers the person's Resolve as per the trait altering rules.

Philter ofChampions

25 A used fencing glove Raises the person's Attack(Fencing) and Parry(Fencing) knacksas per the knack altering rules.

Philter of Grace 25 A sparrow's feather

and a serpent'stooth

Raises the person's Finesse as per the trait altering rules.

Philter ofIntelligence

25 An owl's feather anda handful of fox fur

Raises the person's Wits as per the trait altering rules.

Philter ofInvisibility

25 A diamond The person is fully invisible (even to Scry attempts). This givesthem +20 on Stealth and Shadowing rolls.

Philter ofQuickness

25 A fish's scales andforelegs of a prayingmantis

Raises the person's Panache as per the trait altering rules.

Philter of

Stamina

25 A piece of the root

of an old tree andground turtle's shell

Raises the person's Resolve as per the trait altering rules.

Philter ofStrength

25 Powdered horn of abull and claw of abear

Raises the person's Brawn as per the trait altering rules.

Powder of theBuffoon

25 A handful of dirt Lowers the person's Attack(Fencing) and Parry(Fencing) knacksas per the knack altering rules.

Vapor ofForgetfulness

20 Dust from a cobweb The person makes a contested roll of their Resolve versus thebrewer's Wits+this knack. If they fail, they forget all the eventsof this scene. If the brewer takes a -20, then the memory gap

will be permanent. Otherwise, it may eventually come back.

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Cost 40 HP for Full-Blooded.

(Half-blooded is not a valid choice.)Description Some Sons of Lugh are born with this sorcery. It can skip generations.

This sorcery involves turning the person into a perfect physical specimen. You are veryattractive, have never been sick, and you heal amazingly quickly.

While this sorcery is almost always on men, a small number of women have had it as well.

Reference SD 100-101

Apprentice You can sense whether someone is good (hero) or evil (villain).

You can breathe water (but not other liquids).

You gain the Appearance(Stunning) advantage, or get a -10 HP cost on an Appearance advantage.

You suffer the effects of aging as if you were half your age. You are immune to diseases.

At the end of every scene, you may make a Brawn check with TN 30 to heal a dramatic wound.

Adept You get a +5 on your TN to be hit.

You may spend a drama die to heal a dramatic wound.

Master You get a +10 on your TN to be hit (replacing the previous +5).

You may spend a drama die to automatically succeed at a Wound Check.

Agility Add your rank in this knack to your Finesse rolls.

Perception Add +2 to perception rolls for every rank in this knack.

Speed Add your rank in this knack to your Panache rolls. For initiative, add your rank to your InitiativeTotal and not to each die.

Stamina Add your rank in this knack to your Resolve rolls.

Strength Add your rank in this knack to your Brawn rolls (including Wound Checks and damage that addsdice due to Brawn).

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The Council of Thirteen consists of:

  Alvaro Soldano de Arciniega (Castille; leader)

  Monica Allais du Crieux (the newest member; Alvara’s daughter) 

  Giovanni Villanova (Vodacce prince)

  Hughes Sices du Sices (Montaigne; the Rose and Cross)

  Aleksi Pavtlow Markov v’Novgorod (Knias of Rurik)

  Serk Markstrom (Eisen)

 

Boli Kollsson (Vendel)

  Marcus Aurelian Numanus (Numa, Vodacce)

 

Lady Jane Killmarvon (Avalon)

  Merin Zumer (Explorer’s Society) 

  Eman Istrasis (Crescent Empire)

The Council is completed by two other members (GM fiat).

Society Novus Ordum Mundi

Weapons Knife

Cost 25 HP (50 XP)

Description This is an assassin's school that is only taught by the master assassin Quinn. He currently has 10students. This is not intended for PCs.

This style relies on stealth and on surprising its victims.

Skills Knife, Spy

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Beat (Knife), Feint (Knife), Lunge (Knife), Exploit Weakness (Quinn) 

Reference NM2 3

Apprentice You get +1 unkept die for damage from a knife. This becomes +1 kept die if you attack withsurprise (which happens if you make a successful Stealth roll).

+5 on Stealth rolls.

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Journeyman You get +10 to attack with a knife.

+10 on Stealth rolls. (Replaces the +5 bonus.)

Master You may spend two drama dice when you hit to automatically inflict a dramatic wound.

If you surprise your victim, you may spend all your drama dice to inflict that many dramatic

wounds.

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Historical equivalent: Arabia and the Ottoman EmpireCapital: IskandarLanguage: Crescent (Tikaret)Religion: PatikaCombat Schools: Daphan, Marikk, Sersemlik, Vahiy, YaelSorcery: varies by tribeCurrent ruler: Sultán Timur al’Aslan CihangirOther important people: Ilka-kadin (first wife) Hasna

The Empire of the Cresent Moon is divided into six tribes; these tribes are treated as separate nations for thepurposes of determining the cost of Schools.

Tribe Notes Trait Bonus

Aldiz’ahali  +1 Wits

Atlar-vahir Noted horsemen +1 Resolve

Jadur-rihad +1 Panache

Kurta-kir The Sultán is from this tribe. +1 Brawn

Ruzgar’hala  +1 Finesse

Yilan-bazlik +1 Wits

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Advantage Cost Ref Description

Commission (Yenicer’i) 3-9 HP CE 81 Crescent only.

The cost of this advantage is 1 HP higher than the equivalentCommission advantage for the same rank.

You have rank in the Suldan’s personal bodyguard. In additionto rank, you gain one free martial skill of your choice.

Khêl’kalb 10 HP CE 85 Crescent (Atlar-vahir) only.

You have a special bond with one horse. You cancommunicate with it, and can understand back on a Panache

check TN 15.

You can add its rank in any trait to any roll made involvingthat trait while riding it, including adding its Brawn to yourdamage rolls (for example, +3 for Brawn 3). You similarly addyour traits to rolls made by the horse.

You can spend a drama die to move a dramatic wound fromyourself to the horse or vice versa.

Membership: Eyes ofthe Peacock

4 HP CE 86 Crescent only.

You are a member of the sultan’s spy network. 

Pattern-Welded SteelWeapon

5-9 HP CE 86 Crescent only.

Cost is -1 if also have Noble advantage.

Cost is -1 for each previous time you have taken this

advantage.

You have a pattern-welded weapon that gets +3 on all rolls(attack, damage, parry, sword knacks). It also gets +5 TN toresist breaking.

The cost is 6 HP (knife), 7 HP (fencing sword or hand axe), 8HP (heavy weapon), 9 HP (polearm). 

Windrunner 3 HP CE 90 Crescent only.

You have a special horse that acts as a Henchman. See CE 90for stats.

Costs 2 HP.

Your destiny is guided by your sign.

Vendel Sign Crescent Sign Effect

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The Peninsular accent is the default accent for Aldiz characters.

Languages Plains Tirza Halya

Avalon 3 3 3

Castille 2 1 2

High Eisen 5 5 5

Eisen 3 3 3

Montaigne 4 4 4

Théan 3 3 3

Teodoran 2 2 2

Ussura 2 3 2

Vendel 3 3 3

Vodacce 4 3 4

Crescent 0 0 0

Aldiz-baraji 2 2 3

Atlar-baraji 0 0 0

Jadur-baraji 2 3 2

Kurta-baraji 1 2 0

Ruzgar-baraji 2 2 3

Tikat-baraji 3 2 3

Tirala-baraji 2 2 1

Yilan-baraji 2 2 2

MA 3 3 3

The Plains accent is the default accent for Atlar characters.

Languages Erivan Adaz’uk  Trebizond

Avalon 3 4 3

Castille 2 4 3

High Eisen 5 5 5

Eisen 3 4 3

Montaigne 4 4 4

Théan 4 3 4

Teodoran 3 1 2

Ussura 3 2 1

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Languages Erivan Adaz’uk  Trebizond

Vendel 3 4 3

Vodacce 4 4 3

Crescent 0 0 0

Aldiz-baraji 3 3 3

Atlar-baraji 2 3 3

Jadur-baraji 0 0 0

Kurta-baraji 2 1 2

Ruzgar-baraji 2 3 2

Tikat-baraji 2 1 3

Tirala-baraji 3 2 3

Yilan-baraji 2 3 3

MA 3 3 3

The Erivan accent is the default accent for Jadur characters.

Languages Razgrad Iskandar Kurtlar’dag 

Avalon 3 4 3

Castille 2 2 3

High Eisen 5 5 4

Eisen 3 3 2

Montaigne 4 4 4

Théan 3 2 4

Teodoran 1 1 1

Ussura 2 2 1

Vendel 3 3 3

Vodacce 4 4 4

Crescent 0 0 0

Aldiz-baraji 2 2 3

Atlar-baraji 2 1 2

Jadur-baraji 2 3 2

Kurta-baraji 0 0 0

Ruzgar-baraji 1 1 1

Tikat-baraji 3 3 3

Tirala-baraji 1 0 1

Yilan-baraji 2 3 3

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Languages Razgrad Iskandar Kurtlar’dag 

MA 3 3 3

The Razgrad accent is the default accent for Kurta characters.

Languages Hayalet’dag  Coastal Jesalute

Avalon 3 3 4

Castille 2 2 2

High Eisen 5 5 5

Eisen 3 4 4

Montaigne 4 3 4

Théan 2 2 1

Teodoran 3 3 3

Ussura 3 3 3

Vendel 3 3 3

Vodacce 2 1 1

Crescent 0 0 0

Aldiz-baraji 2 2 3

Atlar-baraji 2 2 1

Jadur-baraji 3 4 4

Kurta-baraji 2 2 1

Ruzgar-baraji 0 0 0

Tikat-baraji 4 3 4

Tirala-baraji 2 2 2

Yilan-baraji 2 3 3

MA 3 3 3

The Hayalet’dag accent is the default accent for Ruzgar characters. 

Heroes with the Jesalute accent may speak Altar’baraji, Kurat’baraji or Vodacce for free, or gain free literacy inRuzgar’baraji or Tikaret’baraji. 

Languages Muglak’kum  Northern Kulkadir

Avalon 3 3 3

Castille 2 2 4

High Eisen 5 5 5

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Languages Muglak’kum  Northern Kulkadir

Eisen 3 3 4

Montaigne 4 4 4

Théan 4 4 4

Teodoran 3 3 1

Ussura 3 4 4

Vendel 3 3 4

Vodacce 4 4 3

Crescent 0 0 0

Aldiz-baraji 3 4 1

Atlar-baraji 2 2 3

Jadur-baraji 2 2 2

Kurta-baraji 3 3 1

Ruzgar-baraji 2 2 3

Tikat-baraji 2 2 1

Tirala-baraji 2 1 1

Yilan-baraji 0 0 0

MA 3 3 3

The Muglak’kum accent is the default accent for Yilan characters.

The cost for Théan characters wishing to learn Crescent languages is given in the table below (the table givesthe modifier to the cost of the Crescent / Tikaret-baraji language):

Language Avalon Castille Eisen Montaigne Ussura Vendel Vodacce

Tikaret-baraji / Crescent - - - - - - -

Aldiz-baraji +1 - +1 +1 +1 - -

Atlar-baraji +1 +1 +2 +2 - +1 -

Jadur-baraji +1 +2 +2 +2 +1 +2 +2

Kurta-baraji +1 +1 +2 +2 - +1 +1

Ruzgar-baraji - - +1 - +2 +1 -1

Tikat-baraji +2 +2 +2 +2 +1 +2 +2

Tirala-baraji +1 +1 +1 +2 -1 +1 +1

Yilan-baraji +2 - +1 +2 +2 +2 -

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Tribe Aldiz’ahali 

Weapons Scimitar

Cost 25 HP (50 XP)

35 HP (80 XP) for non-Aldiz’ahali 

Description Fights with the scimitar, using bold strokes.

Skills Athlete, Fencing

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Beat (Fencing), Lunge (Fencing), Pommel Strike (Fencing), Exploit Weakness (Daphan)

Reference CE 75

Apprentice You may act one phase prior to the numbers on each of your action dice. If the die is a 1, youmay act in phase 1 with +5 initiative.

Journeyman When an opponent makes a successful parry active defense, you may spend a drama die to tryto break their weapon. Make a Brawn check with TN 30 (fencing sword), 35 (heavy weapon),etc. +5/-5 TNfor weapon quality. +10 TN for Dracheneisen. -5 TN if your scimitar is modified tohave a weapon breaking section.

Master You may take -5 to your attack. If you do, you may spend a drama die when you hit to do +1k1damage.

Tribe Kurta-kir

Weapons Two katars (knives)

Cost 25 HP (50 XP)

50 HP (80 XP) for non-Kurta’kir 

Description Trains to fight with two katars (knives). This is a very offensive style.

Skills Athlete, Knife

Advantages +1 rank in Leaping

Knacks Double-attack (Katar), Lunge (Katar), Whirl, Exploit Weakness (Marikk)

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Reference CE 75

Apprentice Negates the off-hand penalty when using a katar in each hand.

Each time you hit an opponent during a round, your TN to hit that opponent is lowered by 2 (4if Journeyman, 6 if Master).

Journeyman By spending your current action and one future action, you may leap over your opponent andland behind them to make a rear attack. The opponent may actively defend.

Master You get +0k1 damage with a katar.

+1 rank in Leaping and Rolling knacks. This can raise your rank to 6. If not, you can later increaseyour rank to 6 from 5 for 25 XP each.

Tribe Ruzhar’hala 

Weapons Dilmekiri (Two Handed Sword)

Cost 25 HP (50 XP)

35 HP (80 XP) for non-Ruzhar’hala 

Description Fights with a two-handed sword called a Dilmekiri by keeping the sword spinning in motion.

Skills Athlete, Heavy Weapon

Advantages None

Knacks Feint (Heavy Weapon), Tagging (Heavy Weapon), Whirl, Exploit Weakness (Sersemlik)

Reference CE 76

Apprentice You may wield the dilmekiri with one hand without penalty as long as you have 4 feet of spaceon all sides to swing it. You have no off-hand penalty for this sword and may switch hands as afree action.

+5 on Intimidation repartee action per Mastery Level when spinning your sword.

Journeyman +1 rank of Whirl. This may increase your rank to 6. If it doesn’t you can go from 5 to 6 for 25 XP. 

You may add your Whirl rank to Intimidation rolls when spinning your sword.

Master Your Whirl knack applies to henchman as well as brutes.

You may add your whirl rank to damage from your sword.

Tribe Atlar-vahir

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Weapons (None)

Cost 25 HP (50 XP)

35 HP (80 XP) if non-Atlar’vahir 

Description This is a command style that focuses on cavalry.

Skills Archer, Commander, Rider

Advantages None

Knacks Start with Horse Archery and 3 tactics at rank 1.

Hose Archery, Orders (tactic)

Remember that it takes a focus on just 4 knacks to achieve Journeyman and Master status.

Reference CE 77

Apprentice +5 on all Horse Archery rolls per mastery level (+10 as Journeyman and +15 as Master).

If you are not engaged during mass combat, you may choose one opposing individual toreceive damage as if their Personal Results roll was 2 higher.

Journeyman You gain 1 drama die at the beginning of each combat if you are on horseback. This die is lostat end of combat if not used.

You may change your level of engagement to any level regardless of your previous one.

You may make a Horse Archery roll against the TN to hit an opponent to prevent thatopponent from changing engagement level.

Master Once per round while mounted, you may re-roll any one roll and keep the better of the two

results.

+1 rank of Orders(Flank) and Orders(Envelop). This may increase your rank to 6. If not, you canlater go from 5 to 6 for 25 XP each.

Tribe Jadur-rihad

Weapons Two Scimitars

Cost 25 HP (50 XP)

35 HP (80 XP) if non-Jadur’rihad 

Description This style uses two scimitars that you spin rapidly while performing dance-like maneuvers.

Skills Fencing, Performer

Advantages None

Knacks Start with 3 at rank 1, 1 at rank 2.

Disarm (Fencing), Double-parry (Fencing/Fencing), Feint (Fencing), Exploit Weakness (Yael)

Reference CE 78

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Apprentice You can spend your current action and a future action to make two attacks at the same time onthe same opponent.

You ignore the penalty for a scimitar in your off hand.

Journeyman You add your Dancing knack to your Footwork and Parry defense TNs, to your attack rolls, andto your Feint rolls.

Master You can use your apprentice ability with any number of action dice (up to your dancing rank)instead of just 2. As soon as one of these attacks misses, however, all subsequent attacks alsomiss.

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Shamanism Cost Ref Description

Rimâl 20 HP CE 87 Yilan-bazlik only.

You have sand magic. You cannot be harmed by sand. You can fall anydistance onto sand without being hurt. Your vision is not impaired byairborne sand. Your breathing is never impaired by sand, even if buried.Sand can impair your ability to move, however.

You may spend a drama die and make a Resolve check TN 15 to create asandstorm. For every +5 TN, you can change the weather one step rougher.Damage from this storm is +2k0 and occurs in phase 10 of each round. Youcan spend an action die and make a Finesse check to hit the opponent to

target an individual with the storm, who cannot use any Parry knacksagainst this. Damage is (Resolve)k1. Duration of storm is your 2*Panacherounds. You may end the storm early by spending an action die.

When you create the storm, you may spend an additional drama die to givethe storm a shape (like an image of yourself or a pack of wolves). If you dothis, the storm is +1k0 to hit and -1k0 damage.

Ruzgar’canli  10 HP CE 88 Ruzgar’hala only. 

You have spirit magic. Once per story, you may spend a drama die and makea Resolve check TN 25 to ask the Ghost Wind one question. It can onlyanswer about things exposed to the wind.

You can make a Resolve roll TN 15 to have the Ghost Wind carry a messagethat is one word long. +5 TN per extra word.

Sharkici 20 HP CE 88  Jadur-rihad only.

You get the Rahib skill for free. You get +1 rank in Chanting.

Your chanting can affect any supernatural creature. Spend a drama die andmake a contested roll of the creature’s Resolve versus your

(Resolve+Singing)k(Resolve). The one that rolls lower receives a number offlesh wounds equal to the difference between the rolls.

Sulimaq 10 HP CE 88 Yilan-bazlik only.

You know water magic. You can spend a drama die to dowse for water.Make a Panache check TN 5 to find 1 pint of water that can be located in 10minutes of digging. +5 TN for each additional pint of water.

You can summon a rainstorm with Panache+Weather with TN 30. The stormwill drop 1/4 inch of rain during the next 24 hours. +5 TN for each additional1/4 inch.

Once you have drunk from an oasis, you may make a Panache+Navigationcheck TN 20 to get a rough idea of distance and direction to the nearest oneyou have drunk from. This does not work on lakes, oceans, and rivers.

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Shamanism Cost Ref Description

Takim’aldiz  10 HP CE 89  Aldiz’ahali only. 

You know star magic. You can see the stars and other celestial bodiesregardless of obstruction or time of day. You know the relationship betweenthem as well.

You know the time of day, latitude and longitude. You receive +10 onNavigation rolls.

You can spend a drama die and look at a person for one round and make acontested roll of Wits against Wits to find out that person’s astrological sign.

If you succeed, you also gain a Star Die, plus one extra for every -5 you tookon your roll. These Star Dice work like Drama dice on rolls made against thatperson. They disappear at the end of the scene.

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Advantage Cost Ref Description

Membership: Qatihl’i  5 HP CE 86 Crescent NPC only.

Cost is 4 HP for Yilan-bazlik.

You are a member of the assassin cult Qatihl’i. The sorcery

Af’a and combat school Qor’qunq available to you. You

receive -10 reputation.

Weapons Knife

Cost 25 HP (50 XP)

Qatihl’i only 

Description This is an assassin's school that is only taught to members of the Crescent assassins known as

the Qatihl’i. This style focuses on fatal strikes.

Skills Knife, Spy

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Lunge (Knife), Poison, Throat Strike, Exploit Weakness (Qor’qunq) 

Note: Throat Strike is considered to be a basic knack.  

Reference CE 102

Apprentice +5 on Attack and Lunge rolls with a knife.

Journeyman When you attack using a held action, add two times the number of phases held to the damageof that attack.

Master When you hit, you may spend a drama die to inflict a dramatic wound in addition to anydamage or wounds that might result from the attack. This wound occurs before damage isrolled.

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Type Sorcery

Cost 40 HP for Full-Blooded.20 HP for Half-Blooded.

Description The Qatihl’i are assassins and they use this sorcery to gain access to places that others believe

are safe.

You are double jointed in all joints.

Reference CE 103

Apprentice You are immune to all snake venoms.

You can spend a drama die to dislocate joints and squeeze through an 8 inch square (10.5 inchesif large, 5 inches if small). This takes 13 minus (Finesse rank + Flexibility rank) rounds to do.

Adept You can spend a drama die and make a Wits+Flexibility roll TN 20 to negate all damage from afall.

You can spend a drama die and make a Brawn+Flexibility roll when making your wound checkagainst something falling on you.

You can use your squeeze ability to get through a 5 inch square (7 inches if large, 4 inches ifsmall).

Master When you drink snake venom, instead of taking dramatic wounds, you gain Venom Dice that

work like drama dice. They go away when the interval of the venom passes or half the durationof the venom (whichever is later).

You can use your squeeze ability to get through a 3.5 inch square (5 inches if large, 2.5 inches ifsmall).

Charming By rolling Resolve+Charming with TN 10 you can make a snake ignore you. +5 TN per extrasnake.

By spending a drama die, you can make a Resolve+Charming check TN 20 to control a snake.+5 TN per extra snake. Maximum snakes controlled is 2 (apprentice), 4 (journeyman), 6(master). Commands can be simple and immediate actions.

Constriction You add twice your rank in this knack to use of the Grapple knack. You add your rank in thistimes your mastery level to damage from a Bear Hug.

You may make a contested roll of Brawn+Constriction against opponent’s Brawn+Escape or

Finnesse+Escape (their choice) to cancel their use of the Break knack.

Flexibility You add your rank in this knack multiplied by your mastery level to attempts to escape fromropes, shackes, Grapple holds, etc.

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Hiding You add your rank in this knack to Stealth, Shadowing, Ambush, and Unobtrusive rolls.

If you have at least one rank in this, you are immune to magic used to spy on you. Sorte willsee a Yilan viper instead of a card when looking at you. Attempting to see your fate strandsrequires a contested check of your Resolve+Hiding against their Wits+Fate Knack. Failuremeans they just see snakes. The Ruzgar Ghost Wind and the Fornuft rune cannot see you.

The Thomas knack of Glamour can, however, detect you.Slither You can use this knack instead of climbing to scale a tree or wall, or instead of Sprinting to

move across the ground.

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Crescent currency is based on the alytni (a gold coin), arjanti (a silver coin) and bakir (a copper coin).

Currency Exchange

1 altyni = 12 arjanti

1 arjanti = 12 bakir

1 guilder = 1 altyni

Weapon Cost Damage Range Range Modifiers Reload

Adaga 28  15 g 1k2 (blade)

2k2 (spear)

Dilmekiri 29  20 g 3k2

Katar 30  6 g 2k2 5 + 2xBrawn 0 / -5

Manople31

  20 g 2k2

Scimitar 32  15 g 2k2

28 Adaga: Use blade with Attack (knife); use spear with Attack (heavy weapon); parry with Parry (buckler).29

 Dilmekiri: AD against a dilmekiri is at -1k0; -1k0 to hit with lunge; -1k0 to parry AD.30

 Katar: -1k0 to parry; -2k0 to throw.31  Manople: If hand is empty, +5 to TN to hit; if hand is full, +10 to TN to hit; +5 to Parry AD; to perform

another action with manople in hand requires two Raises.32

 Scimitar: Does not take an action to draw; AD against a scimitar is at -1k0; -1k1 to hit with lunge.

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Historical equivalent: The CaribbeanCapital: None; Puerto Grande on Marcina is the most populous settlementLanguage: varies by islandReligion: varies by islandCombat Schools: Nahgem (Kanuba)Sorcery: varies by islandCurrent ruler: None; Maria Suarez is governor of Marcina; terechai (high chief) Eneli leads the Kanuban

people; Annabelle Guivere is the de facto governor of the Straits of Blood

The islands of the Midnight Archipelago are treated as separate nations for the purposes of determining thecost of Schools.

Island

Notes Native

Language

Trait

Bonus

Carlos Home of the descendants of sorcerous expatriates from Théah.

Note: Characters from the Island of Carlos begin with a 4 point

Hunted (secret societies) background for free, if the island is

known about.

Théan None

Isle of the RedGod

Little is known of this island. (unknown) +1 Brawn

Kanuba This island is home to friendly natives. Kanuban +1 Brawn

L’Isle du Bete  A Montaigne-controlled island; used for hunting great beasts (none) +1 Brawn

Marcina A prosperous colony due to the rich veins of gold found on theisland.

Erego +1 Brawn

My’ar’pa  Coral island ruled by a powerful god. My’ar’pa  +1 Brawn

Sange Tara The natives of this island keep ancient spirits at bay with blackmagic.

Taran +1 Brawn

Straits of Blood These islands are the location of a pirate stronghold. (many) +1 Brawn

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Languages Cost

Avalon 2

Castille 3

High Eisen 2

Eisen 1

Montaigne 3

Théan 4

Teodoran 4

Ussuran 3

Vendel 2

Vodacce 3

Crescent 4

Aldiz 5

Atlar 6

Jadur 6

Kurta 6

Ruzgar 5

Tikat 6

Tirala 5

Yilan 5

MA 0

Note: Archipelago characters speak their island’s language for free. They cannot start with more non-nativelanguages than their Wits, unless they are Acquaintance or Pidgin versions.

Note: Characters from Carlos speak the Théan language for free. The cost for them to learn another languageis 3 HP, plus 2 HP for literacy.

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Island Kanuba

Weapons Stiletto

Cost 25 HP (50 XP) if Kanuba

50 HP (80 XP) otherwise 

Description Traditional spear-fighting style of the Kanu.

Skills Athlete, Polearm

Advantages None

Knacks Kick, Pole Vault, Throw (spear), Exploit Weakness (Nahgem)

Note: Kick, Pole Vault and Throw (spear) are considered to be basic knacks for Nahgem fighters.

Reference IG 77

Apprentice FR per mastery level to resist Fear.

FR to Attack (polearm).

Journeyman Can use Pole Vault as Active Defence; TN is raised by 5. On success, you gain a DD, which mustbe used before the end of the combat. You can never hold more than three DD gained in thisway.

Master You can make a high kicking attack. Use the Kick knack, and add your ranks in Pole Vault to theTN of any AD against your kick, and to damage.

For every two raises you make for this kick, you gain a free raise.

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Island Carlos

Type Sorcery

Cost 20 HP per sorcery.

Description The character can be half-blooded in up to four sorcerous bloodlines, from Porté, Sorte,Zerstörung, and El Fuego Adentro, which cost 20 HP each (if you take only one, you can be full-blooded for 40 HP).

Reference IG 75

You can choose to spend 3 Sorcery Points to purchase a unique sorcerous knack at Rank 1; such a knack is notlimited in rank by being half-blooded.

Bloodline Unique Sorcerous Knack

Porté / Sorte Distant Sights

Choose a common object as a focus (mirror, spider web, etc). Make a Resolve +Distant Sights roll to view anything taking place within 50ft of such an object. TN is10 +1 for every 5 miles of distance. Limited to line of sight only.

Porté / El FuegoAdentro

Fiery Essence

Blood is flammable if exposed to air; can be used to ignite objects, or used as athrown weapon. Sorcerer is immune to this damage.

  Rank 1: 1k1 damage

  Rank 2: 2k1 damage

  Rank 3: 2k2 damage

  Rank 4: 3k2 damage

  Rank 5: 3k3 damage

Sorte / El FuegoAdentro

Sense Ambient Heat

Can sense variations in temperature using Panache + Sense Ambient Heat, which canbe used to detect the presence of living beings (number and general direction only).

  Within 50 ft: TN 10

  50 – 100 ft: TN 15

  100 – 200 ft: TN 20

 

200 – 300 ft: TN 25

  300 – 400 ft: TN 30

  400 – 500 ft: TN 35

 

Over 500 ft: impossible

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Bloodline Unique Sorcerous Knack

Porté / Zerstörung,Sorte / Zerstörung, orPorté / Sorte /Zerstörung

Distant Pain

Attack someone within sight; make a Resolve + Distant Pain roll using the target’s TN  to be hit, doing 3k2 wounds.

Zerstörung / El FuegoAdentro

Stinging Ash

Once per day you can create a cloud of hot ash, causing 1k1 damage to anyone in thearea. The cloud spreads out from the sorcerer at 5ft radius per round to a maximumof 30 ft. Sorcerer takes no damage, but must make a Resolve + Stinging Ash roll tomaintain the cloud each round. The TN is 10 +5 per round after the first.

Porté / Sorte / ElFuego Adentro, orPorté / Zerstörung / ElFuego Adentro

Blood Rain

Once per day you can cause blood-red rain to fall on everyone within 500ft, lastingfor 2k2 x 5 rounds. Non-Carls treat the sorcerer as if he had a Fear Rating equal to hisrank in this knack for as long as the rain lasts.

Sorte / Zerstörung / El

Fuego Adentro

Fate’s Price 

You may grant anyone (including yourself) an extra DD, but when it is used you suffera number of wounds equal to the number rolled (or 1k1 wounds if the DD is usedwithout rolling). If more than one are used simultaneously, they are treated as asingle damage roll. If they are not used by the end of a scene, they are lost and inflictdamage then. You may have a number of these dice in effect equal to your rank inthis knack.

Porté / Sorte /Zerstörung / El FuegoAdentro

Alter Matter

Choose one material from gold, wood, lead, glass. Once per week you can changeany inanimate substance into that material. This affects one object per rank (if theobject is smaller than one cubic foot) or one cubic foot of material (if the object is

larger than one cubic foot).

For each bloodline a Carl sorcerer takes after the first, he gains a genetic weakness.

Roll Genetic Weakness

1 Misshapen limb

Lose one point of Finesse (min 1); can never have a Finesse score above 3 (or 2 if this is rolled twice, or 1if it is rolled three times).

2 Repugnant

Twisted facial feature sweats blood, etc. The TN for social interaction rolls is increased by 10.

3 Deformed digits 

The TN for fine manipulation rolls is increased by 5.

4 Weakening malady

Brittle bones, hemophilia, etc. Attacks against you do +1k0 damage.

5 Visual malady

Flawed vision, misaligned eyes, etc. Lose one point of Finesse (min 1); can never have a Finesse above 3(or 2 if this is rolled twice, or 1 if it is rolled three times).

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Roll Genetic Weakness

6 Sensitive to bright lights

Lose one unkept die when in bright sunlight.

7 Mentally deficient

Lose one point of Wits (min 1); can never have a Wits above 3 (or 2 if this is rolled twice, or 1 if it isrolled three times).

8 Insane

Roll on the Random Insanity table (IG 78).

9 The character suffers no ill effects.

10 Roll twice on this table, ignoring this result hereafter.

Island Marcina

Type Shamanism

Cost 20 HP

Description Faith healing

Reference IG 79

You gain the Medicine Man skill for free, and one rank in each of its advanced knacks. The Surgery knack andthe new Channel Oroi knack (described below) are considered to be advanced knacks of this skill for you.

Channel Oroi: This knack is used to channel the spirits known as oroi. Roll Resolve + Channel Oroi against theTN of the oroi; if you succeed, you have channelled the power of the oroi.

The TN to channel a healing oroi is 15; for each raise you take you get a FR for a healing knack (First Aid,Diagnosis, Surgery), which must be the next roll you make and must be one to which the particular oroi wouldbe applicable. You gain a FR to your Channel Oroi knack if you are touching some of the plant.

 

Sweet gum (used to treat damage from acids)

 

Pleurisy root (used to negate the effects of diseases)  Goldenseal (used to heal damage from cuts and slashes)

 

Arnica (used to heal bruises and damage from falls and blunt weapons)

  Narrowleaf dock (used to negate contact poisons)

  Lobelia (used to counteract poisons that are swallowed)

  Plantain (used to counteract poisons that are injected, such as beestings and snakebites)

  Cayenne (used to counteract the effects of breathing toxic fumes)

 

Aloe (useful in treating damage caused by burns)

  Jasmine (useful in treating damage caused by hot weather)

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The TN to channel an animal oroi is 25; the channeling lasts for the rest of the scene. You can see through theeyes and share all the senses of any member of the species you are aware of. If you make two raises, you gaina special power related to the animal. You gain a FR to your Channel Oroi knack if you are within sight of a

member of that species.

 

Bear (you gain one rank in Bear Hug)

  Fish (you gain one rank in Swimming)

  Fox (attempts to track you are at -2k0)

 

Hunting dog (you gain two FR to Tracking)

  Monkey (you gain one rank in Climbing)

  Seagull (fishing rolls get +1k0)

 

Shark (you gain a biting attack with an Attack knack of 3 and damage of 0k2)

  Snake (add 10 to your Initiative Total)

  Songbird (you gain two FR to Singing)

  Turtle (lose one rank of Panache, but reduce all damage by 10 flesh wounds per attack)

 

Wolf (ambush rolls get +1k0)

The TN to channel an ancestor oroi is 30; the channeling lasts for the rest of the scene. You get a FR if you havesomething belonging to your ancestor. It is possible to have the ability to channel more than one ancestor ofthe same type.

 

Avenger (you gain the Hot-headed hubris and the Victorious virtue for the rest of the scene)

  Chief (you gain the Judgemental hubris and the Commanding virtue for the rest of the scene)

  Explorer (you gain the Rash hubris and the Worldly virtue for the rest of the scene)

 

Hunter (you gain the Loyal hubris and the Perceptive virtue for the rest of the scene)

 

Lover (you gain the Star-crossed hubris and the Passionate virtue for the rest of the scene)  Madman (you gain the Overconfident hubris and the Fanatical wile for the rest of the scene)

  Martyr (you gain the Overzealous hubris and the Wilful virtue for the rest of the scene)

  Mystic (you gain the Righteous hubris and the Uncanny virtue for the rest of the scene)

Island Kanu

Type Shamanism

Cost 10 HP

Description Those with the Opah shamanism are called Opahkung.

Opah shamanism does not have knacks and has no apprentice, adept, or master ranks.

Lan represents positive spirits. Nal  represents negative spirits. All things have either Lan or Nal .Nothing is neutral.

When holding a weapon, the weapon may appear charged with crackling streams of energy thatrun down the weapon and up the shaman's arms and in the shaman's eyes. This is white if theweapon has Lan and black if it has Nal .

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Lan andNal

When the shaman uses a weapon in combat, he or she can add positive or negative power tothe weapon. This applies only to melee weapons or projectiles (arrows or spears). It does notapply to launchers like a bow or gun.

A weapon with positive power is said to have that much Lan. A weapon with negative power hasthat much Nal . For example, +5 is 5 Lan and -2 is 2 Nal .

Each weapon begins at +1 (1 Lan).

A weapon used by the shaman gets +1 for every 5 successful hits on an enemy. The weapon gets-1 for every 5 misses of an enemy. The shaman is expected to track all of their hits and misses.

There is no zero. A weapon at +1 that gets -1 results in -1. Similarly, one at -1 that gets +1 resultsin +1.

Reference CN0 5-6

Any Lan orNal

A sorcerer (but not a shaman) struck by the weapon may not use any sorcerous knacks forone phase per Lan or Nal . If the sorcerer is hit again during this period, restart this clock (itisn't cumulative).

An item with a Laerdom rune that is struck is affected as if it was a sorcerer and becomesdeactivated.

Each 20 Lan +1 to hit (max bonus of your Resolve).

Each 20 Nal -1 to hit (max penalty of your Resolve).

Each 50 Lanor each 50Nal

+5 to TN to break the weapon.

+1 resistance to sorcery. When holding the weapon, you may spend a drama die to resist asorcerous knack being used on you. The sorcerous knack must be less than or equal to your

resistance level.

Each 100 Lan You begin each story with an additional drama die. This die is only usable when holding theweapon. You cannot more than double your number of drama dice.

Each 100 Nal The GM begins each story with an additional drama die. This cannot more than double theGM's number of drama dice.

Island Sange Tara

Type Skill

Cost 10 XP

Description Voodoo

Reference IG 83

Taramonde works by inscribing ‘veve’ line drawings, which perform various tasks depending on the amount

and combination inscribed. The place where the veve are drawn is called a bonnage, which must be acontinuous surface.

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Multiple veve can be inscribed in the same bonnage, and several people can create a bonnage patterntogether, but a multiple people cannot collaborate on a single veve.

Affected creatures may attempt to break through a veve with a Resolve check against a TN of 5 x the numberof veve in the pattern. Veve drawn by gods have a TN of 50 to break through, even to other gods.

Veve can be destroyed by simply marring the pattern, but those affected by the veve cannot touch it

themselves.

To learn this skill, you must have the Medicine Man skill with two knacks at Rank 4, one of which must beReligious Lore (Sange Tara). The skill costs the usual 10 XP to learn.

Basic Knacks Drawing

Advanced Knacks Kinso, Brito, Viso

Kinso (warding): Kinso veve are used to create a trap (to stop something from leaving) or a barrier (to stopsomething entering). Kinso must be used with brito to function. To draw kinso requires a Resolve + Kinso checkagainst a TN of 5 per kinso. A minimum of three kinso must be drawn to function; they must be no more than10ft apart. Trapped beings inside the area can move about freely, but cannot pierce the ground or be lifted outof the area.

Brito (identifying): Identifies people, creatures and spirits, added to kinso to specify what the trap or barrier isto ensnare or repel. People and spirits require a specific name; creatures require the name of the species.Several names can be intertwined. The base TN to create a brito is 10, +5 for each additional name. If a SangeTaran god’s brito is inscribed, it appears inside the bonnage unless it makes a Resolve check against a TN of 5

per kinso veve (Lesha’s Resolve is 5; Baneer’s is 4; Mama Hadoo’s is 4; Whotan’s is 5; Baron Sange cannot be

affected).

Viso (affecting): Strengthens or weakens the existing veve. Each viso adds or subtracts 1k1 Brawn. For trapkinso, affects all creatures in the affected area; for barrier kinso, affects rolls to penetrate the barrier or attacksaimed at those affected by it. The TN to create a viso is 15, +5 for each additional viso.

Bear trap: 3 trap kinso (TN 15), 1 brito for bears (TN 10), 1 viso to weaken (TN 15).

Ward against Baron Sange: 5 barrier kinso (TN 25), 1 brito for Baron Sange (TN 10).

Trap for Michael Goodman and Marian Foster: 4 trap kinso (TN 20), 2 brito for Michael Goodman and MarianFoster (TN 15), 2 viso to weaken (TN 20).

Ward against husks and zombies: 4 barrier kinso (TN 20), 2 brito for husks and zombies (TN 15).

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Historical equivalent: ChinaCapital: Jing DuLanguage: Han HuaCombat Schools: Hua Shao Ren Te, Shan Dian Dao Te, Zheng Yi QuanSorcery: Fu, Huan ShuCurrent ruler: Celestial Empress Wu Shang FonOther important people: Duchess Meng Xian Nu, rebellious noble; Tzou Tze Lung, warmaster

Historical equivalent: TibetCapital: PotalaLanguage: KhimalCombat Schools: Wu TsainSorcery: Baofong Xue WudaoCurrent ruler: the high lama (priest) Kunchen Choden

Historical equivalent: KoreaCapital: ShillaLanguage: KoryoCombat Schools: Tie Xiong KungSorcery: Song Hwang TungCurrent ruler: King Kyu Hwang Bae

Historical equivalent: ThailandCapital: Chiang MaiLanguage: LannaCombat Schools: Chin Te, Ki KwanjiSorcery: Nha NongCurrent ruler: King Suraphand and Queen Vidura

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Historical equivalent: IndiaCapital: Varanasi

Language: TashilCombat Schools: Shaktishaalee, Ying Sun WoSorcery: TashilaCurrent ruler: Raj (king) Yezdi Mitra

Historical equivalent: MalaysiaCapital: Khajuraho

Language: TiakharCombat Schools: Jasni, Ying Sun WoSorcery: Mayawi ShaktiCurrent ruler: Tuanku (king) Sayari Razak

Historical equivalent: MongoliaCapital: SukhbataarLanguage: Xian Bei

Combat Schools: Chima Gongjian ShouSorcery: Youya Chima RenCurrent ruler: Khan (king) Dalan-Tai

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The kingdoms of Cathay are treated as separate nations for the purposes of determining the cost of Schools.

Kingdom Trait Bonus

Han Hua +1 Wits

Khimal +1 Resolve

Koryo +1 Brawn

Lanna +1 Finesse

Tashil +1 Wits

Tiakhar +1 Panache

Xian Bei +1 Resolve

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Advantage Cost Ref Description

Steppes Pony 3 HP CJE 70 Cathay only; costs 2 HP for Xian Bei.

You have a special horse that acts as a Henchman. See CJE 70for stats.

Secret SocietyMembership: Lung Yin(Shadow of the Dragon)

CJE 68 5 HP Cathay only

2 HP discount on Scoundrel advantage

You know a pair of codes; one allows you to leave messages inthe arrangement of objects, and one that allows you tocommunicate secretly even when observed closely.

Secret SocietyMembership: JingChiang Tuan (GoldenCoin Society)

CJE 69 5 HP Cathay only

2 HP discount on Connections advantage

Can make an ointment to remove a Blood Mark; make onedose on a Wits + Compounds check against TN30, plus one perRaise.

Applying the ointment causes 1k1 wounds as if from a firearm,and destroys the Blood Mark.

Making the ointment takes two days.

Secret Society

Membership: Haathi keLokh (Elephant People)

CJE 69 5 HP Cathay only

2 HP discount on Indomitable Will advantage

2 Free Raises on any roll involving Tashil’s history or legends. 

Secret SocietyMembership: Hei JingHu (Black Metal Tigers)

CJE 69 5 HP Cathay only

2 HP discount on Commission advantage

Free Raise on Intimidation rolls (whether you are intimidatingor being intimidated)

Lose one fewer unkept die when affected by a Fear Rating.

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For Han Hua, Khimal, Koryo, and Xian Bei languages: 2 HP for literacy in the first of these languages, 1 HPthereafter.

For Lanna, Tashil and Tiakhar languages: 1 HP for literacy.

Language Han Hua Khimal Koryo Lanna Tashil Tiakhar Xian Bei

Avalon 6 6 6 6 6 6 6

Castille 5 5 5 5 5 5 5

High Eisen 6 6 6 6 6 6 6

Eisen 5 5 5 5 5 5 5

Montaigne 5 5 5 5 5 5 5

Théan 4 4 4 4 4 5 5

Teodoran 5 3 5 5 5 5 4

Ussuran 5 4 4 5 5 5 5

Vendel 5 4 5 5 5 5 5

Vodacce 4 5 4 5 4 3 5

Crescent 4 5 4 4 4 3 3

Aldiz 4 4 4 4 4 4 4

Atlar 4 4 4 4 4 5 3

Jadur 4 4 4 4 3 3 4

Kurta 4 4 4 4 4 4 4

Ruzgar 4 4 4 4 5 4 4

Tikat

Tirala 4 5 4 4 4 5 5

Yilan 4 5 5 4 4 5 5

MA 5 5 5 5 5 5 5

Han Hua 0 0 0 0 0 0 0

Khimal 3 1 2 3 4 4 2

Koryo 2 1 1 1 3 3 2

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Language Han Hua Khimal Koryo Lanna Tashil Tiakhar Xian Bei

Lanna 2 2 1 1 2 2 1

Tashil 3 3 4 2 0 1 3

Tiakhar 2 4 3 3 1 0 3

Xian Bei 1 2 2 2 3 2 1

Language Avalon Castille Eisen Montaigne Ussura Vendel Vodacce Archipelago

Han Hua 6 5 5 5 4 4 4 6

Khimal 6 5 5 5 4 6 6 5

Koryo 5 5 5 5 4 4 4 6

Lanna 6 5 5 5 5 5 6 6

Tashil 4 5 5 5 5 5 6 5

Tiakhar 4 5 5 5 6 5 6 4

Xian Bei 5 5 5 5 4 6 6 5

Language Aldiz’ahali  Atlar-vahir Jadur-rihad Kurta-kir Ruzgar’hala  Yilan-bazlik

Han Hua 4 4 4 4 4 4

Khimal 4 4 4 4 4 5

Koryo 4 4 4 4 4 4

Lanna 4 4 4 4 4 4

Tashil 4 4 4 4 4 5

Tiakhar 4 4 4 4 4 6

Xian Bei 4 3 4 3 4 5

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Kingdom Xian Bei

Weapons Bow

Cost 25 HP (50 XP)

35 HP (80 XP) for non-Xian Bei 

Description Precision horse archery style of the riders of Xian Bei.

Skills Archer, Rider

Advantages Free rank in Snapshot knack

Knacks Arc, Charge (bow), Horse Archery, Exploit Weakness (Chima Gongjian Shou)

Note: Horse Archery is considered to be a basic knack.

Reference CJE 94

Apprentice +1 unkept die of damage per mastery level

Can use Snapshot knack on horseback

Journeyman Snapshot TN is target’s usual TN to be hit 

Master When on horseback, can lower one of your action dice by your rank in Charge. This happensbefore the start of the round.

Kingdom Lanna

Weapons Seurng tjat koen (Cathayan two-section flail)

Cost 25 HP (50 XP)

35 HP (80 XP) for non-Lanna 

Description Style built around either keeping the flail in motion or adopting set stances.

Skills Athlete, Chain

Advantages None

Knacks Starts with 3 at rank 1, 1 at rank 2.

Disarm (seurng tjat koen), Feint (seurng tjat koen), Whirl, Exploit Weakness (Chin Te)

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Reference CJE 94

Apprentice No off-hand penalty for wielding a single seurng tjat koen (you can use either hand).

Free raise to Attack (chain) with a seurng tjat koen.

Journeyman If your attack is successful, spend another action die (which need not be a legal action for thisphase) to make a second attack.

Master Spend a held or current action to spin your weapon; roll Wits + Attack (chain), which becomesyour TN to be hit by melee, thrown or unarmed attacks. Missile weapons (bows and crossbows)are unaffected, and firearms get a free raise to hit you.

Kingdom Han Hua

Weapons Jian (Cathayan straight sword)

Cost 25 HP (50 XP) if Han Hua

35 HP (80 XP) if other nation

Description Combines a variety of sword attacks for offence with soft martial arts moves for defence.

Skills Fencing, Soft Martial Arts

Advantages None

Knacks Start with 3 at rank 1, 1 at rank 2

Feint (fencing), Lunge (fencing), Tagging (fencing), Exploit Weakness (Hua Shao Ren Te) 

Reference CJE 94

Apprentice Free raise to Footwork active defence.

Journeyman Mi Jian (secret sword hand) stance: gain a free rank in Feint, which can raise it to 6 (if it doesnot, you can raise it from 5 to 6 by spending 25 XP).

Master She Yan Shi (shooting wild geese) stance: extra damage from a Lunge increases from +2k0 to+2k2.

Kingdom Tiakhar

Weapons None

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Cost 25 HP (50 XP) if Tiakhar

35 HP (80 XP) if other nation

Description Piracy

Skills Fencing, Sailor

Advantages Membership (Tiakhar volunteer navy) 

Knacks Boarding, Corps-a-corps, Disarm (fencing), Exploit Weakness (Jasni) 

Reference CJE 95

Apprentice Can use Balance in place of Parry.

When your vessel performs a boarding action, and you choose to take part in the boarding, thedefenders’ losses are captives rather than casualties. 

Journeyman You gain +1k1 to Balance checks, including active defences.

When you roll on the boarding action table, you may reroll once, but you must keep the newresult.

If you play out the boarding as combat, your ship’s brute squads are of one threat rating

higher than normal.

Master Your fear rating is increased by 1 (if you did not have one, it is now 1).

When you roll on the boarding action table, you may spend a DD to allow your dice to explode.

If you play out the boarding as combat, your ship’s brute squads consist of 9 brutes rather than

6.

Kingdom Lanna

Weapons Unarmed

Cost 25 HP (50 XP) if Lanna

35 HP (80 XP) if other nation

Description Kick boxingSkills Hard Martial Arts, Pugilism

Advantages None

Knacks Kick, Snap Kick, Uppercut, Exploit Weakness (Ki Kwanji)

Note: Kick and Uppercut are considered to be basic knacks.

Reference CJE 95

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Apprentice Attack (pugilism) and Attack (hard martial arts) are the same knack, Attack (Ki Kwanji). Youstart with this knack at rank 2.

All Pugilism, Hard Martial Arts and Ki Kwanji attacks get one free raise.

Journeyman You gain a free rank in Snap Kick, which can raise it to 6 (if it does not, you can raise it from 5to 6 by spending 25 XP).

Master Low kick: make a Kick attack without making a called shot. If you succeed, your opponent takesa dramatic wound, and then you roll damage as normal.

Kingdom Tashil

Weapons Tulwar (Cathayan curved sword)

Cost 25 HP (50 XP) if Tashil

35 HP (80 XP) if other nation  

Description Fierce school using the tulwar, a cavalry combat weapon.

Skills Fencing, Rider

Advantages None

Knacks Starts with Cavalry Attack at rank 2, other knacks at rank 1.

Cavalry Attack, Charge (fencing), Whirl, Exploit Weakness (Shaktishaalee)

Note: Cavalry Attack is considered to be a basic knack.

Reference CJE 96

Apprentice You can use Cavalry Attack when on foot, in place of Attack (fencing).

Journeyman You gain a free rank in Cavalry Attack, which can raise it to 6 (if it does not, you can raise itfrom 5 to 6 by spending 25 XP).

Master When you roll damage from Cavalry Attack, you can reroll once and choose which of the tworesults you use.

Kingdom Han Hua

Weapons Dao (Cathayan two-handed sword)

Cost 25 HP (50 XP) if Han Hua

35 HP (80 XP) if other nation  

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Description Fast and forceful style using the single-edged dao.

Skills Athlete, Heavy Weapon

Advantages Combat Reflexes

Knacks Beat (dao), Corps-a-corps, Feint (dao), Exploit Weakness (Shan Dian Dao Te)

Reference CJE 96

Apprentice +1k0 to attack rolls with a dao.

Journeyman Each round you may roll one extra action die, use Combat Reflexes to reroll one, and thendiscard one.

Master +10 to your initiative total.

Roll and keep one extra action die each round.

Kingdom Koryo

Weapons Unarmed

Cost 25 HP (50 XP) if Koryo

35 HP (80 XP) if other nation

Description Hard-striking martial art that focuses on inflicting as much damage as possible.

Skills Athlete, Hard Martial Arts

Advantages None

Knacks Start with 3 at rank 1, 1 at rank 2

Kick, Knife Hand, Power Block, Exploit Weakness (Tie Xiong Kung)

Note: Kick and Knife Hand are considered to be basic knacks.

Reference CJE 96

Apprentice Your Knife Hand attacks do 1k2 damage.

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Journeyman You can use Knife Hand to break weapons. Roll Finesse + Knife Hand against the opponent’s TN

to be hit, plus two raises for a called shot to the weapon. If you hit, make a damage roll againstthe weapon’s TN to be broken: 

  Fencing weapon: 25

 

Heavy weapon, polearm: 35

 

Knife, dagger: 25  Shield, buckler: 35

 

Other weapons: GM’s discretion, min 40  

This attack may not be parried with the weapon that is being attacked; attempting to do so isan automatic hit.

You may make raises for damage as normal.

Master The damage from your Kick attack is treated like an attack from a firearm, causing an extradramatic would for every 10 points he misses his Wound Check by, rather than 20.

Kingdom Khimal

Weapons Unarmed

Cost 25 HP (50 XP) if Khimal

35 HP (80 XP) if other nation

Description Non-violent, defensive martial arts

Skills Feng Shui Shi, Soft Martial Arts

Advantages None

Knacks Escape, Leaping, Tagging (unarmed), Exploit Weakness (Wu Tsain)

Note: Escape and Leaping are considered to be basic knacks.

Reference CJE 97

Apprentice Free raise when using Yield as an active defence.

When you make a Tagging attack, you can forgo the option to gain a DD or to cause youropponent to lose one. If you do so, your opponent’s next action die is increased by 1, plus the

number of raises you took on the Tagging roll. If this pushes the action past the end of theround, the action is lost.

Journeyman You gain +0k1 when using Yield as an active defence.

When using Tagging, you can gain a DD (or cause your opponent to lose one) and increase hisnext action.

Master You gain a free rank in Yield, which can raise it to 6 (if it does not, you can raise it from 5 to 6 byspending 25 XP).

When using Tagging, you gain a DD, cause your opponent to lose a DD, and increase his nextaction.

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Kingdom Tashil / Tiakhar

Weapons WhipCost 25 HP (50 XP) if Tashil / Tiakhar

35 HP (80 XP) if other nation

Description Dangerous martial art based on the attacks of predators.

Skills Dirty Fighting, Hard Martial Arts

Advantages None

Knacks Claw Hand, Eye-gouge, Throat Strike, Exploit Weakness (Ying Sun Wo)

Note: Throat Strike is considered to be a basic knack.

Reference CJE 97

Apprentice Free raise when using Block as an active defence.

You gain the Hunter skill for free.

Journeyman Sheh Ji Bai Sho (snake defeating hand) attack: spend two action dice (only one of which mustbe legal for this phase). Roll Finesse + Claw Hand or Finesse + Throat Strike, whichever is higher.TN to hit is the opponent’s TN to be hit +20.  If the attack succeeds, you automatically inflict adramatic wound, reduce the target’s TN to be hit by 5, and then roll for damage as normal. You

may make raises for damage as normal.

Master Performing the Sheh Ji Bai Sho attack no longer takes two actions, and the TN is now theopponent’s TN to be hit +10. 

If you wish, you can raise the TN by 10; if you succeed with the attack, you may spend anotheraction die (which need not be legal for this phase) to make a follow-up attack using Kick, Attack(hard martial arts) or Attack (dirty fighting).

Kingdom Han Hua

Weapons Unarmed

Cost 25 HP (50 XP) if Han Hua

35 HP (80 XP) if other nation

Description Martial arts style which focuses on mobility and defence.

Skills Hard Martial Arts, Soft Martial Arts

Advantages None

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Knacks Start with 3 at rank 1, 1 at rank 2.

Leaping, Missile Defence, Snap Kick, Exploit Weakness (Zheng Yi Quan)

Note: Leaping is considered to be a basic knack.

Reference CJE 98

Apprentice Add your mastery level to your TN to be hit.

Journeyman You gain a free rank in Leaping, which can raise it to 6 (if it does not, you can raise it from 5 to6 by spending 25 XP).

Master Lung Shiji (dragon strike): on the last phase of a round you can use all your remaining actions(held and current) to make an attack using one of the following knacks:

  Attack (hard martial arts)

  Kick

 

Throat Strike

  Knife Hand

  Corps-a-corps

  Grapple

  Joint Lock

Each action die you spend on this attack gives you +1k1 to your attack roll.

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Kingdom Khimal

Type Shamanism

Cost 25 HP

Description Snow and ice magic

Reference CJE 87

Immune to damage from cold weather

Immune to damage from snow or ice (including icicles and avalanches)

Can fall any distance onto snow or ice and take no damage

Airborne snow or ice does not limit your vision, and you can breathe normally even if buried in it

Snow and ice do not prevent movement while you are buried in it, and your voice carries normally

Can walk across snow without leaving footprints, and you will not sink into it

If there is snow nearby, you can call a snowstorm with a Resolve check against TN 15; for each Raise, the

weather gets one category rougher or colder (damage is as weather +1k1, inflicted on everyone in the area onPhase 10 each round); lasts for a number of rounds equal to twice your Panache, or you can take an action toend it

Can target an individual in a snowstorm you have created; roll Finesse to hit; target cannot use Parry or Blockto defend; damage is (Resolve)k1

Can spend a DD to create ice storm rather than snow storm (+1k0 damage on Phase 10, +1k0 to hit and +0k1damage for targeted attacks; lasts half as long).

Kingdom Han Hua

Type Sorcery

Cost 40 HP for full aptitude.

20 HP for some aptitude.

Description Talisman magic

Reference CJE 108

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Apprentice Choose a trigram; to create a talisman for that trigram, spend a DD and roll Wits + the trigramknack (the TN is noted in the trigram description). The talisman keeps its magic for as long asthe sorcerer is alive.

You must create the talisman described in the ‘first talisman’ column before the one in the

‘second talisman’ column. 

Adept Choose a trigram; you can now use that trigram in addition to the one you chose as anapprentice.

To make a hexagram talisman with any two abilities from trigrams you know, spend a DD andmake a roll for each of the abilities; the roll for the second ability is raised twice.

Trigram talismans keep their abilities as long as the item exists. Hexagram talismans keep theirabilities for as long as the sorcerer is alive.

Master Choose a trigram; you can now use that trigram in addition to the other(s) you know.

You may work with other Fu Masters to create talismans with more than one trigram orhexagram; spend 2 DD, one to create the trigram or hexagram and one to join it with theothers. Each Master rolls Resolve against TN25 to concentrate; failure ruins the talisman. EachMaster then rolls to create the trigram or hexagram effect. More than one Master may use thesame hexagram, but each must use a different ability from it.

Any talisman created by a Master keeps its abilities for as long as the sorcerer is alive.

ChoosingTrigrams

If you choose the same trigram twice, you gain two FR to use that trigram’s abilities. 

If you choose a trigram three times, you do not gain another two FR; instead, you roll a diewhen creating a talisman; if the result is even, you do not need to spend a DD to make thetalisman.

Name Meaning Attribute Animal Body

Part

Direction Trigram

Ch’ien  Creative Persistent strength,creativity

Horse Head South ___ ___ ___

K’un  Receptive, earth Docile, receptivity Ox Belly North _ _ _ _ _ _

Chen Arousing, thunder Spring, rain, movement,initiative, action, royalty

Dragon Foot Northeast _ _ _ _ ___

Sun Wind, wood, thegentle

Regeneration, following Rooster Thigh Southwest ___ ___ _ _

Kan Water, abyss Moving water, moon, rain,difficulty, peril

Boar Ear West _ _ ___ _ _

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Name Meaning Attribute Animal Body

Part

Direction Trigram

Li Fire Fire, sun, lightning,brightness, elegance

Pheasant Eye East ___ _ _ ___

Ken Mountain Stillness, stopping, resting Dog Hand Northwest ___ _ _ _ _

Tui Marsh, lake, the joyous

Pleasure, joy, attraction,sacrifice

Sheep Mouth Southeast _ _ ___ ___

Physical component First talisman Second talisman

Any inanimate object thatwill survive inscription

+1k1 to Invention rolls (TN 30) +1 or -1 to personal results for masscombat (TN 35)

A representation of a horsein any medium

The talisman turns into a living horse(not a steppes pony); if the horse isslain the talisman is destroyed (TN 35)

You can control horses with aResolve roll against TN 5 + 5 perhorse (TN 25)

A representation of a humanhead in any medium (not areal one)

Opponents must call twice as manyraises as normal to make a called shotto your head (TN 30)

Once per story you can use theeffects of the Creative virtue (TN 45)

An arrow in any 3D medium

except paper

On command the talisman points due

south (TN 20)

You may enchant a ranged weapon

such that its range is doubled whenit fires within 10° of due south (TN30)

Physical component First talisman Second talisman

Part of the item to be grown The user can grow crops in anyland (TN 25)

At the end of a story the user gains 1XPto be spent on a knack or skill he sawsomeone using (TN 35)

A representation of an ox inany medium; horns or hoovesmay be used

The talisman turns into a livingox; if the ox is slain the talismanis destroyed (TN 30)

You can control oxen with a Resolve rollagainst TN 5 + 5 per ox (TN 25)

A rice bowl The talisman creates enoughfood for one person three timesa day (TN 30)

The user is immune to any ingestedpoison, alcohol or afyam, but cannot beused to counteract addiction (TN 40)

An arrow in any 3D mediumexcept paper

On command the talismanpoints due north (TN 20)

You may enchant a ranged weapon suchthat its range is doubled when it fireswithin 10° of due north (TN 30)

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Physical component First talisman Second talisman

A representation of a human ear inany medium (not a real one)

+2k0 to perception checksinvolving hearing (TN 25)

The user can hear through thetalisman as if it were an ear (TN35)

An arrow in any 3D medium exceptpaper

On command the talismanpoints due west (TN 20)

You may enchant a ranged weaponsuch that its range is doubledwhen it fires within 10° of duewest (TN 30)

Physical component First talisman Second talisman

Any inanimate object that willsurvive inscription

On command the talisman canset any object touching it on fire,causing 1k1 damage (TN 30)

The user is immune to natural fire(TN 40)

A representation of a pheasant inany medium, or a recentlyslaughtered pheasant with its head

The talisman turns into a livingpheasant; if the pheasant is slainthe talisman is destroyed (TN 20)

You can control pheasants with aResolve roll against TN 5 + 5 perpheasant (TN 15)

A representation of a human eye inany medium, or an agate, or apreserved human eye

The user gains the Keen Sensesadvantage (TN 25)

The user can see through thetalisman as if it were an eye (TN 35)

An arrow in any 3D medium exceptpaper

On command the talisman pointsdue east (TN 20)

You may enchant a ranged weaponsuch that its range is doubled whenit fires within 10° of due east (TN30)

Physical component First talisman Second talisman

Any inanimate object that willsurvive inscription

The talisman allows the userto sleep comfortably on anysurface (TN 20)

Once per story, the user may freeze oneperson or thing in sight (including the userhimself) for 1k1 phases; the target cannotbe moved or damaged in any way (TN 45)

A representation of a dog in anymedium

The talisman turns into a livingdog (not a dead pet); if the

dog is slain the talisman isdestroyed (TN 35)

You can control dogs with a Resolve rollagainst TN 5 + 5 per dog (TN 25)

A representation of a humanhand in any medium (not a realone); ginger or ginseng root maybe used

The user gains the Firm Gripadvantage (TN 30)

The talisman can hold items for the userwith a grip as tight as the user would havewith the Firm Grip advantage (TN 20)

An arrow in any 3D mediumexcept paper

On command the talismanpoints due northwest (TN 20)

You may enchant a ranged weapon suchthat its range is doubled when it fireswithin 10° of due northwest (TN 30)

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Physical component First talisman Second talisman

Any inanimate object that willsurvive inscription

+1k0 to Charm rolls (TN 20) Everyone in the house gains+1k1 to Charm rolls (TN 35)

A representation of a sheep oryak in any medium, or arecently slaughtered sheep oryak with its head

The talisman turns into a living sheep (oryak for Xian Bei); if the sheep or yak is slainthe talisman is destroyed, but the user cangather wool or milk without harming it (TN35)

You can control sheep with aResolve roll against TN 5 + 5per sheep (TN 25)

A representation of a humanmouth in any medium (not areal one)

The talisman may amplify the user’s voice

so that it can be heard a mile away (TN 20)The user can speak throughthe talisman from anydistance (TN 30)

An arrow in any 3D mediumexcept paper

On command the talisman points duesoutheast (TN 20)

You may enchant a rangedweapon such that its range is

doubled when it fires within10° of due southeast (TN 30)

Name Description Concept Meaning Benefit

Ch’ien  Chi’en /

Ch’ien The creative Furthering through

perseverance, the superiorman makes himself strongand untiring

+5 to your TN to be hit

P’i  Chi’en /K’un 

Stagnation The standstill serves to helpthe great man to attainsuccess

You can spend a DD to reroll anAD

WuWang

Chi’en /

ChenInnocence /unexpected

If someone is not as heshould be, he hasmisfortune

+1k0 to Disguise

Kou Chi’en / Sun  Coming to meet Thus does the prince actwhen disseminating hiscommands

+1k0 to Etiquette

Sung Chi’en /

Kan

Conflict To contend before him

brings supreme goodfortune

Once per game, FR to Attack for

Boarding

T’ung

JenChi’en / Li  Fellowship with

menThus the superior manorganises the clans andmakes distinctions betweenthings

FR to Cold Read

Tun Chi’en /

KenRetreat Voluntary retreat brings

good fortune to thesuperior man

FR to Footwork

Lu Chi’en / Tui  Treading Treading upon the tail ofthe tiger, which does not

bite the man

FR to Animal Training

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Name Description Concept Meaning Benefit

T’ai  K’un /

Ch’ien Peace He furthers and regulates

the gifts of heaven andearth, and so aids thepeople

FR to Theology

K’un  K’un / K’un  The receptive Following gives guidance You gain the Obligation (3)background to your mentor

Fu K’un / Chen  Turning point Success going out andcoming in without error

FR to Navigation

Sheng K’un / Sun  Pushing upward The superior man heaps upsmall things in order toachieve something high andgreat

+2k1 qian monthly income

Shih K’un / Kan  The army An army must set forth inproper order

FR to Attack in mass combat

Ming I K’un / Li  Darkening of thelight

He veils his light, yet stillshines

You gain the True Identity (3)background

Ch’ien  K’un / Ken  Modesty Moderation – reduce thatwhich is too much,augment that which is toolittle

Once only, you may lower atrait by one and raise a lowertrait by 1

Lin K’un / Tui  Approach The superior man is withoutlimits in his tolerance andprotection of the people

FR to Diplomacy

Ta

Chuang

Chen /

Ch’ien 

Power of the great The superior man does not

tread upon the paths thatdo not accord withestablished order

Once per story, you may

temporarily lower the Feng Shuirating of an area by 1

Yu Chen / K’un  Enthusiasm It furthers one to installhelpers and set armiesmarching

You gain 3 points of theServants advantage

Chen Chen /Chen

Arousing Shock brings ruin andterrified gazing around

FR to Intimidation

Heng Chen / Sun Duration Thus the superior manstands firm and does notchange his direction

You gain the Vow (3)background

Hsieh Chen / Kan Deliverance One kills three foxes in thefield and receives a yellowarrow

FR to Attack (bow)

Feng Chen / Li Abundance The superior man decideslawsuits and carries outpunishments

FR to Cold Read

HsiaoKuo

Chen / Ken Preponderance ofthe small

It is well to remain below FR to Stealth

KueiMei

Chen / Tui The marryingmaiden

The superior manunderstands the transitory

in the light of the eternityat the end

FR to Omens

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Name Description Concept Meaning Benefit

HsiaoCh’u 

Sun / Ch’ien  Taming power ofthe small

The rain comes, there isrest

FR to Charm

Kuan Sun / K’un  Contemplation Full of trust they look up tohim

You gain the Combat Reflexesadvantage

I Sun / Chen Increase If the superior man seesgood, he imitates it; if hehas faults, he rids himself ofthem

Once per game, you can removeany negative modifiers from aroll

Sun Sun / Sun The gentle In life, the penetratingclarity of judgementthwarts all dark hiddenmotives

FR to Scheming

Huan Sun / Kan Dispersion /dissolution

He brings help with thestrength of a horse

FR to Ride

ChiaJen

Sun / Li Family (clan) The superior man hassubstance in his words andduration in his way of life

FR to Oratory

Chien Sun / Ken Gradual progress Thus the superior manabides in dignity and virtue,in order to improve themores

FR to Theology

ChungFu

Sun / Tui Inner truth This the superior mandiscusses criminal cases inorder to delay executions

FR to Law when defending anaccused person

Hsu Kan /Ch’ien  Waiting It furthers one to cross thegreat water You gain the Sailor skill

Pi Kan / K’un  Holding together Those who are uncertaingradually join

You gain the Romance (3)background

Chun Kan / Chen Difficulty at thebeginning

Difficulty at the beginningworks supreme success

Once per story you can call anynumber of raises from whichyou gain no benefit; for every 2raises you gain a Chun Die (likea DD, but does not turn into XP)

Ching Kan / Sun The well They come and go anddraw from the well

Once per story you can rerollany roll

K’an  Kan / Kan Abysmal The superior man walks inlasting virtue

Reduce Reputation losses by 1(min 1)

Chi Chi Kan / Li After completion The superior man takesthought off misfortune andarms himself against it inadvance

At the end of each story, youcan 1 extra XP

Chien Kan / Ken Obstruction It furthers one to see thegreat man. The superiorman turns his attention tohimself and molds his

character

FR to Sincerity

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Name Description Concept Meaning Benefit

Chieh Kan / Tui Limitation The superior man createsnumber and measure, andexamines the nature ofvirtue and correct conduct

FR to Etiquette

Ta Yu Li / Ch’ien  Possession in greatmeasure

Fire in the heaven above,superior man curbs evil andfurthers good

Once per story you can spend aDD to increase your location’s

Feng Shui rating by 1; the GMgets the DD

Chin Li / K’un  Progress The powerful prince ishonoured with houses inlarge numbers

You gain the Steppes Ponyadvantage

Shih Ho Li / Chen Biting through It furthers one to bemindful of difficulties andto be persevering

FR to damage if you have atleast 1 DW

Ting Li / Sun Cauldron Supreme good fortune Once per story, can spend a DDto reroll any roll; the GM getsthe DD

Wei Chi Li / Kan Before completion The superior man is carefulin the differentiation ofthings, so that each finds itsplace

FR to Appraise

Li Li / Li Clinging Thus the great man, byperpetuating thisbrightness, illumines thefour quarters of the world

FR to any one Artist orPerformer skill

Lu Li / Ken The wanderer Success through smallness;the superior man is clear-minded and cautious inimposing penalties andprotracts no insults

FR to Law

K’uei  Li / Tui Opposition Amid all fellowship, thesuperior man retains hisindividuality

FR to rolls to resist beingTaunted

Ta Ch’u  Ken /Ch’ien 

Taming power ofthe great

When there is a great storeof energy, everythingdepends upon the power of

the personality

FR to Charm

Po Ken / K’un  Splitting apart The house of the inferiorman is split apart

You gain the Lost Love (3)background

I Ken / Chen The corners of themouth (providingnourishment)

Pay heed to the providingof nourishment

FR to Cooking

Ku Ken / Sun Decay Work on what has beenspoiled has supremesuccess

You gain the Lost Relative (3)background

Meng Ken / Kan Youthful folly Youthful folly has success At the start of each story, you

and the GM get one extra DD

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Name Description Concept Meaning Benefit

Pi Ken / Li Grace Grace has success in smallmatters, but not in largeones

FR to Attack as long as you arenot in mass combat

Ken Ken / Ken Keeping still Thus the superior man doesnot permit his thoughts togo beyond his situation

FR to Resolve when you aretrying to maintainconcentration

Sun Ken / Tui Decrease The superior man spreadshis commands abroad andcarries out his undertakings

FR to Leadership

Kuai Tui / Ch’ien  Resolute The superior man dispensesriches downward andrefrains from resting on hisvirtue

Start with +1k1 Reputation, butonly 90% wealth

Ts’ui  Tui / K’un  Gathering together This the superior man

renews his weapons tomeet the unforeseen

FR to any roll to avoid being

surprised or ambushed

Sui Tui / Chen Following The superior man atnightfall goes indoors forrest and recuperation

Heal 1 DW after a full night’s

sleep

Ta Kuo Tui / Sun Preponderance ofthe great

Thus the superior man,when he stands alone, isunconcerned

FR to Attack and AD whenoutnumbered

K’un  Tui / Kan Oppression(exhaustion)

Thus the superior manstakes his life on followinghis will

You gain the Indomitable Willadvantage

Ko Tui / Li Revolution(moulting)

Changing the form ofgovernment brings goodfortune

FR to Incitation

Hsien Tui / Ken Influence (wooing) To take a maiden to wifebrings good fortune

You gain the Betrothed (2)background

Tui Tui / Tui Joyous The superior man joins withhis friends for discussionand practice

FR to Socialise

Kingdom Any

Type Shamanism

Cost 35 HP

Description Physical magic

Reference CJE 84

May not have any other sorcery

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Gain Athlete and either Hard MA or Soft MA for free

All Athlete knacks are considered basic

Roll and keep Trait and Knack for Athlete knacks

Can spend DD on Initiative Roll to gain one action per DD; these DD go to the GM

Kingdom Tiakhar

Type Sorcery

Cost NPC only

Description This sorcery is given to the ruler of Tiakhar only.

Reference CJE 59

Blood Mark No rules for this knack are given.

BoilingBlood

No rules for this knack are given.

Frenzy Add your rank in this knack plus your initiative total to all your damage rolls, wound checks andIntimidation repartee actions.

Subtract your rank in this knack from your attempts to resist Taunt repartee actions.

Lust Add three times your rank in this knack to attempts to charm or seduce members of theopposite sex. Add twice your rank in this knack to their attempts to seduce you.

Regenerate At the end of each even-numbered phase, you heal a number of flesh wounds equal to yourrank in this knack.

Kingdom Lanna

Type Shamanism

Cost 10 HP

Description Plant magic

Reference CJE 85

Immune to plant poisons and pollen allergies

Plants yield 20% more per rank in Panache

Two free raises to Flora knack

Thorns do not scratch you; branches bend to avoid hurting you

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Can always find food and water in the jungle

For 1 DD, can cause plants to grow, ripen or die, or animate a vine (animated vine: henchman with Brawn,Finesse, Resolve, Grapple, Bear Hug equal to character’s Panache; Wits and Panache of 1) 

Kingdom Koryo

Type Shamanism

Cost 10 HP

Description Tree magic

Reference CJE 87

Can spend a DD and make a Resolve check against TN 15 to make a tree grow enough fruit and nuts to feed aman for a day; plus one man-day for each raise

In times of war, can request a boon from a forest or jungle

Can spend a DD and make a Resolve check against TN 10 to enter the Tree Spirit Forest, plus one person perraise; cannot leave the forest boundary; can see out but cannot be seen; Resolve check against TN 20 to leave

Kingdom TashilType Shamanism

Cost 20 HP

Description Yoga

Reference CJE 85

You gain the Rahib skill for free, and one rank in Contortion (which is considered an advanced knack of thatskill for you)

You do not suffer from aging penalties, and are immune to disease

At the end of every round of combat, reduce the number of flesh wounds you have taken by your ranks inContortion

One free raise per rank in Meditation to resist a Repartee action

Fear levels are reduced by your rank in Meditation

Kingdom Xian Bei

Type Shamanism

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Cost 20 HP

Description Horse magic

Reference CJE 87

Can communicate verbally with your steed, and make a Panache roll against TN 10 to understand it

When on horse, can meld with it; each trait is the higher of that from the man and the horse

When combined, get a bonus to all rolls equal to the lower trait (lower Brawn is added to damage rolls; lowerPanache is added to Initiative Total)

When combined, take damage as one creature; when dismounting or knocked off, DW are split between you(if this is an odd number, you get the extra one)

This only applies to one specific horse.

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The standard unit of Cathayan currency is the qian. Although 1 guilder is roughly equivalent to 2 qian, the twocurrencies cannot be directly converted (coins containing precious metals may however be acceptable).

Kingdom Currency

Khimal Yuan (7 yuan = 1 qian)

Koryo Dol nul (3 dol nul = 2 qian)

Lanna Tien (2 tien = 1 qian)Tashil Rupay (10 rupay = 1 qian)

Tiakhar Ringgit (1 ringgit = 4 qian)

Xian Bei Togrug (12 togrug = 1 qian)

Weapon Cost Damage Range Range Modifiers Reload

Chakram 33  4 qian 1k2 25 +5 / -5

Chu-ko-nu 34  30 qian 1k2 60 -5 / -15 0 actions

Dao 35  12 qian 3k2

Darn dao36

  16 qian 2k2

Gwon37

  2 qian 2k2

Hu tsa 38  14 qian 4k2

Jiu jie bien 39  16 qian 3k2

Kan dao 40  15 qian 3k2

33 Chakram: Throwing ring, uses Exotic Thrown skill.

34  Chu-ko-nu: Repeating crossbow, uses Crossbow skill; magazine holds 12 bolts; 18 actions to replacemagazine.

35 Dao: Single-edged broadsword, uses Heavy Weapon skill.36

 Darn dao: Small dao, uses Fencing skill.37

 Gwon: Long staff, uses Staff skill; +5 to Parry (Staff).38 Hu tsa: Tiger-hunting trident, uses Polearm skill.

39 Jiu jie bien: Nine-section whip, uses Chain skill.40

 Kan dao: Single-edged sword, uses Heavy Weapon skill.

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Weapon Cost Damage Range Range Modifiers Reload

Kastane 41  150 qian 3k2

Mei far chen 42  22 qian 1 point per dart 7 -5 / -15

Niu er jian dao 43  9 qian 1k2

Paku 44  ½ qian 1k1 Brawn 0 / -10

Rocket45

  60 qian 5k4 200 -25 / -35

Sa tjat koen46

  14 qian 3k2

Seurng tjat koen 47  8 qian 2k2

Shi zi jian 48  22 qian 2k2

Shuang gao 49  21 qian 2k2

Shuang huan50

  11 qian 1k2

Shuang pian yue ya chan51

  18 qian 4k2

Shua tou quiang 52  20 qian 4k2

Tieh shan gong53

  13 qian 0k2

Tulwar 54  20 qian 2k2

Chu-ko-nu bolts (12) 3/5 qian

Mei Far Chen darts (5) 2 qian

Rocket launching stand (holds 30 rockets) 30 qian

41 Kastane: Ornate sword from Tiakhar; uses Fencing skill.

42 Mei far chen: Small blowpipe, uses Blowpipe skill; can hold up to 5 darts; 1 action to reload until empty; 3

actions to refill; +25 to conceal it; you cannot take raises for damage.43 Niu er jian dao: Butterfly knife, uses Knife skill; used in pairs; cannot be thrown; +5 to Parry (Knife).44

  Paku: Throwing spikes, uses Exotic Thrown skill; Brawn is not added to damage; Can throw an additional

paku by taking a raise, up to 3 paku.45 Rocket: Uses Commander skill.46 Sa tjat koen: Three-section flail, uses Chain skill.47

 Seurng tjat koen: Two-section flail, uses Chain skill.48 Shi zi jian: Long, flexible sword, uses Fencing skill.49 Shuang gao: Hooked sword, uses Exotic Paired skill; used in pairs.50 Shuang huan: Metal ring with protruding blades, uses Exotic Paired skill; used in pairs.51

 Shuang pian yue ya chan: Polearm, uses Polearm skill; one end has a shovel-shaped blade, the other has ahooked blade.

52 Shua tou quiang: Double-headed spear, uses Polearm skill.

53 Tieh shan gong: War fan, uses Exotic Paired skill.54

 Tulwar: Curved sword from Tashil, uses Fencing skill; does not take an action to draw.

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Sidhe characters begin with 100 HP, a Reputation of 10, all Traits at 2, and the Legendary Trait advantage in allfive knacks. They do not get any nationality trait bonus.

Sidhe characters cannot begin with any of the following skills, nor can they begin with any knacks whichappear in these skills even if they would gain them for free from other skills. This ban only applies to charactercreation; these skills and knacks can be purchased with XP as normal.

 

Criminal

 

Crossbow

  Dirty Fighting

 

Doctor

  Firearms

  Merchant

  Panzerhand

  Pugilism

  Servant

  Streetwise

  Wrestling

Sidhe characters cannot begin with a Swordsman School which did not originate from Bryn Bresail. They may

buy other Schools with XP as normal.

Sidhe characters choose one from of each of the following groups of advantages, blessings and curses for free:

  Dangerous Beauty, Appearance (stunning) or Unnerving Countenance (hideous); alternatively, thecharacter can take a 10HP discount on Appearance (blessed beauty) or Appearance (intimidating)

  Combat Reflexes or Keen Senses

  Large or Small

  Immortal

  Slow Aging and Immunity to Disease

  Smell Glamour

  Iron Susceptibility, Iron Vulnerability, Sea Bound or Strange Poison

For each additional Sidhe Blessing taken, a Sidhe Curse must be taken.Sidhe characters get a 1HP discount on the Sidhe Weapon advantage, and may start with more than one suchweapon, for a total cost of 10HP after the discount.

Sidhe can speak all languages for free, but are only literate in Avalon.

All Sidhe are full-blooded Glamour mages and start with 7 Sorcery Points as normal. They may buy additionalranks in sorcerous knacks as if they were basic knacks. They may choose more than one knack from the sametrait.

Sidhe characters may not purchase Arcana.

Sidhe characters do not earn DD, and cannot gain them unless given them by another Hero (e.g., by a Virtue).Instead they gain Glamour Dice, which are similar to DD except they cannot be spent to activate or prevent

activation of Arcana, and do not turn into XP. You begin with a number of GD equal to your Reputation Diceplus your highest trait, and gain them in the same way human Heroes gain DD.

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Sidhe do not sleep, but once per 24 hours they must rest in the presence of dreamers.

Sidhe do not require food.

Normal weapons do -2k2 damage to Sidhe, but cold iron, MacEachern blades, Montaigne puzzle swords,Laerdom enchanted blades and Syrneth weapons damage them normally. Dracheneisen affects Sidhe thesame way it affects humans.

As Sidhe, except:

  Characters using the Repartee system on a Fallen Sidhe gain a +2k0 bonus.

  Fallen Sidhe begin with half-blooded Glamour, and may spend 20HP for full-blooded.

 

Fallen Sidhe may not take any backgrounds at character creation.

 

Cold iron and MacEachern weapons do +1k1 damage to Fallen Sidhe. All rolls made while wearing orholding a cold iron item are subject to a -1k1 penalty.

As Sidhe, except:

  Begin with a reputation of -10.

  Do not get the Immortal blessing for free.

 

Characters using the Repartee system on an Unforgiven Unseelie gain a +2k0 bonus.

  Begin with a 2-point Hunted (Sidhe) background.

  Cold iron and MacEachern weapons do +3 damage to Unforgiven Unseelie. All rolls made while within 10ftof a cold iron item are subject to a -1k0 penalty.

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This advantage is available only to Avalon characters, and members of the Sophia’s Daughters society. Taking

this advantage enables you to buy half-blooded Glamour sorcery for 18 HP.

You can buy Sidhe blessings and curses with HP. Blessings cost HP, Curses give you HP back.

The minimum cost for this advantage of 1 HP; you cannot have more points in Curses than in Blessings.

Reference: AV 91; SD 87; SBN 38

Blessing Cost Description

Existing Advantage 1-16 HP You can take one and only one of the following advantages:

  Appearance (above average): 4HP

  Appearance (stunning): 8HP

 

Appearance (intimidating): 12HP

  Appearance (blessed beauty): 16HP

  Dangerous Beauty: 2HP

 

Keen Senses: 1HP

  Large: 4HP

  Small: 1HP

 

Unnerving Countenance (below average): 1HP  Unnerving Countenance (ugly): 3HP

  Unnerving Countenance (hideous): 5HP

Child of the Earth 2 HP You can sense impending earthquakes.

Falling damage is treated as being one category softer.

Child of the Sea 3 HP You can sense impending storms.

When drowning, your Resolve is 3 higher than normal.

Child of the Sky 3 HP Once per act you may use a Glamour knack without paying aDD.

Fearful Countenance 1 HP +2k0 to Intimidation rolls.

Good Standing 2 HP You receive one extra Reputation Die when dealing with theSidhe court.

You may purchase the Sidhe Weapon advantage at a 1HPdiscount.

Immortal 5 HP Sidhe, Fallen Sidhe only.

You are immune to the effects of aging.

Slow Aging and Immunity toDisease

2 HP You age at half the normal rate, and are immune to alldiseases (including the White Plague).

Smell Glamour 3 HP You smell a distinctive odor when someone uses a Glamourknack within 30ft.

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Blessing Cost Description

Variable Features 3 HP You may spend a DD to alter your facial features; make aPanache roll, the result of which is the TN for others torecognize you.

You cannot imitate a specific person, disguise your scent or

voice, or create or eliminate scars, birthmarks or missingbody parts.

Curse Cost Description

Cold-Hearted 2 HP You may never experience True Love; any romances in whichyou get involved must end by the beginning of the next story.

Each completed romance lowers your Reputation by 3, andyou begin with a 2-point Lost Love background, from whichyou never receive XP.

Diurnal 2 HP When you are not in direct sunlight, your rolls are at a -2k0penalty.

You cannot take the Nocturnal curse.

Gifts 2 HP When you accept a gift, you must repay the favour as soon aspossible.

For each day you do not, you gain a -1k0 penalty to all yourrolls.

Huge Appetite 1 HP You eat twice as much as normal, and to turn down food youmust make a Resolve check:

Snack: TN 5

Small meal or drink: TN 10

Medium size meal: TN 15

Large meal: TN 20

Feast: TN 25

Iron Susceptibility 1 HP Cold Iron weapons do +1k0 damage to you.

MacEachern weapons do +1k1 damage to you.

Iron Vulnerability 2 HP You are at a penalty of -1k0 to all rolls when touching ColdIron until the end of the Scene.

Cold Iron weapons do +1k1 damage to you.

MacEachern weapons damage you like a Sidhe.

Mischievous 2 HP If you do not play at least one prank a day, all your rolls are ata penalty of -1k0 per day since you played a prank.

Nocturnal 1 HP When you are in direct sunlight, your rolls are at a -1k0penalty.

You cannot take the Diurnal curse.

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Curse Cost Description

Running Water 1 HP You cannot cross running water without a bridge.

Sea Bound 2 HP When you are more than 10 miles from a body of salt water,your rolls are at a -2k0 penalty.

Advantage Cost Description

Selkie Blood (aka MacCodrumHeritage)

5 HP Blessings: Appearance (stunning), Child of the Sea, SlowAging and Immunity to Disease

Curses: Cold-Hearted, Iron Vulnerability, Sea Bound

Pooka Blood 2 HP Blessings: Slow Aging and Immunity to Disease, Variable

Features

Curses: Mischievous

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Origin Bryn Bresail

Weapons Spear, buckler

Cost 25 HP (50 XP) if Bryn Bresail

35 HP (80 XP) if other nation

Description Sidhe fighting style.

Skills Buckler, Polearm

Advantages None

Knacks Start with 3 at rank 1, 1 at rank 2.

Bind (buckler), Lunge (polearm), Tagging (polearm), Exploit Weakness (Fadh-Righ)

Reference SBN 28

Apprentice No offhand penalty (buckler)

Can use a spear in one hand with no penalty

Add your rank in Tagging to any Taunt repartee rolls you make

Journeyman When you attack an opponent wielding a weapon smaller than a spear, you may make Raisesto increase your TN to be hit. If the attack is successful, your TN to be hit by that opponent’s

next attack is increased by 5 times the number of Raises you made.

Master When you make Raises for damage with a spear, the first three add kept dice (+1k1 each)rather than unkept dice.

Origin Bryn Bresail

Weapons Fencing Sword

Cost 25 HP (50 XP) if Bryn Bresail

35 HP (80 XP) if other nation

Description Sidhe fencing School in which the fighter mirrors his opponent’s techniques. 

Skills Courtier, Fencing

Advantages None

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Knacks Feint (fencing), Wall of Steel, Reflect (fencing), Exploit Weakness (Faileas)

Reference SBN 29

Apprentice Always gains the benefit of being Left-Handed while fighting

No offhand penalty (fencing sword)

Can use Panache rank as the base for Passive Defence rather than Footwork or Parry (fencing)

Journeyman Can make a Wits check against 5 times the opponent’s Wits. If successful, you gain a Free Raise

against the next attack, and the damage is reduced by -1k0.

Master Once per round, when the opponent attacks, you may roll your Panache. The opponent mustroll their Resolve against a TN equal to this result; if he fails, he loses his attack. If he eversucceeds, he is immune to this ability for the rest of the Scene.

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Humanoid race thought to have populated the area now constisting mainly of modern Montaigne. About ninefoot tall and hairless, with four-fingered claws and feet. Built large underground cities and had developedadvanced knowledge of astronomy, only the remains of one such city survive as the sewers of the city ofCharouse. Thought to have been wiped out in a bloody civil war that cost millions of lives, after after centuriesof peace and harmony. Survived also by a strange gemstone technology, from various light effects to effectiveexplosives.

Large dragon-like race of Eisen mythology, living in vast underground caverns carved in the mountains. Most oftheir sites have yet to be found, so scholars have drawn inaccurate conclusions on the race and discountedreports of their enormous size. Highly advanced with a pictographic writing system and their own sorcery,which is thought to be the source of the metallic substance known as dracheneisen. It is very unlikely thatmodern unintelligent drachen are of the same race.

The first intelligent race to walk on Theah when it was still forming. They are thought to have created the lifethat now populates the planet, including the other Syrneth races who were in response to their inability toprocreate themselves. An immortal but dwindling race, they attempted to leave Theah but sparked a war withthe Thalusai who mistakenly unleashed beings into Theah that overran the Razhdost cities and culture. Surivedby a single member known as Matushka, who settled in what is now Ussura and slept for millenia.

A wide ranging race composed of a varient of body sizes and shapes, but all sharing an unusual hollow bonestructure. Found at sites throughout Theah, they had developed a technology based on the control of æther, agaseous substance not yet understood by scientists, and intricate clockwork mechanisms.

Advanced civilisation that arose after the fall of the Drachen, but were in turn wiped out by the other Syrnethraces. Very little physical evidence survives apart from pieces of their technology, which is based on themanipulation of magnetic fields. It is thought that Tesseran cities has flying vehicles and great cannons that

could lay massive swathes of land barren.

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Bipedal race resembling a large insect that rose to dominance over the other Syrneth races. Centres of powerseem to be the islands in the western seas that bear their name. Though to be responsible for the destruction

of the Razhdost and the ensuing war. With technology based on light, they are capable of great destructionand also manipution of appearance. Banished from Theah by the Sidhe, they have since plotted to return andas part of this granted the Bargainer's powers to the Numan Senators. These powers weaken the Sidhe barrierand bring the day of their return closer, although a number have already managed to return and integrate intosociety.

Aquatic race living in the depths of Lake Vigil in Ussura, the site of the last and best preserved Razhdost city.

They are kept in check only by the power of Matushka, although their clockwork ships are sometimes spottedon the surface collecting their staple diet of episura.

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Before recorded history, the razhdost learned they were becoming incapable of reproduction. Their responsewas the creation of the Syrneth races; however, the warlike thalusai quickly revolted, enslaving the peacefuldomae and the humans.

The razhdost began to die out, and lacking the ability to reproduce they resolved to leave Terra. With the helpof the setines they created the island of Cabora, which contained a gateway to a separate dimension. Hopingto contain the war and limit the scale of its destruction, the razhdost used the setine technology on Cabora tocreate a barrier to separate the continent of Théah from the rest of the world.

Desiring the razhdost’s knowledge of how to create life, the aggressive thalusai moved to stop the razhdostusing the gateway. Their interference caused a rift to open, killing most of the razhdost immediately

55  and

opening a portal to an alternate reality known as Bryn Bresail. After stabilising the rift, most of the survivingrazhdost left through the open gateway just as the island succumbed to the stress of the disruption and sankbeneath the waves. A single razhdost, named Matushka, remained on Théah.

The races left on Théah fared little better in the centuries to come. The tessera were developing asuperweapon with a view to ending the war, but were wiped out by the thalusai before it could be completed.The cerebral domae, already weakened by the war, eventually destroyed themselves in a fierce civil war.

As the thalusai turned their full attention to the setines, the enslaved humans revolted and were able toattract the attention of the sidhe from Bryn Bresail. The humans, the newly arrived sidhe and the few survivingsetines fought against the thalusai and were able to turn the tide of the war. Together, the sidhe and thesetines banished the thalusai and their allies from the world and imprisoned them in another dimensionbehind a barrier of æther

56.

Few setines survived, and the race soon died out. Some drachen migrated eastwards, settling in what is now

Cathay. Those drachen that remained (mostly in the area now known as Eisen) devolved into the drachen asthey are known today.

In this way, humans grew to become Théah’s dominant species.

55 The blood of the razdhost is seen when Porté holes are opened.56 This barrier is the mysterious ‘7

th Sea’ that some sailors have accidentally found themselves sailing on, and is

also known to the knights of Die Kreuzritter who have travelled the paths.

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In the Beginning:

  (Vaticine Church) Theus creates the Universe and everything in it.

  (Ussura) Matushka wanders Ussura, shaping the land and creating life. Lonely, she finally decides to sleepbeneath the land she has claimed as hers.

 

(Vestenmannavnjar) Grumfather (also 'The Grey Wanderer ') battles Varld the giant. After slaying him,Grumfather creates the world from his body.

 

(Cathay) Peng Kui emerges from the Great Egg, in the Void of Chaos. For untold ages, he labours to bringorder to the Void, before finally collapsing exhausted. From his body comes both the earth and the gods.

Mankind:

 

(Vaticine Church) Theus creates Man, the pinnacle of His creation and sharing many of His attributes.

 

(Ussura) Matushka, creator of all life and guardian of Ussura, creates Men in her dreams.  (Vestenmannavnjar) Grumfather creates Men from the roots of The Great Tree. To give them a good

place to live, he then cuts Varld's heart into nine pieces - these become the nine islands of theVestenmannavnjar.

  (Cathay) The goddess Nu Wa creates the animals of the earth. To ease her loneliness, she then createsMen.

  (Avalon) A boatload of Men survive a world-wide flood, and arrive in Bryn Bresail. They form a pact withthe Sidhe, who guide them to Avalon.

Establishment of several city-states and small kingdoms in the Arene Candide region (in what is later Vodacce).They are the earliest human civilizations.

Contact is established between Acraga (later Castille) and the Jadur-rihad tribe (later part of the Empire of the

Crescent Moon). The two peoples find that they have much in common, and begin strengthening this bondthrough commerce and inter-marriage.

Firbolg Wars. Humans settle on an island north of Theah, which they name Inismore. Unknown to them, thehospitable land is also home to a race of fierce giants, later known as the Firbolg. After a quiet period of someyears, during which isolated human settlements occasionally disappear, the Firbolg finally emerge to wageopen war on the Inish.

circa -1500 AUC: First Dynasty. Cathay is ruled by deities ('the Three Noble Emperors'); who teach their peoplethe arts of writing, medicine, agriculture, construction, pottery and cooking.

circa -500 AUC: Shang Dynasty. Cathay's first "historical" dynasty, known for its mighty palaces and strongwalls.

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1 AUC: NUMA. Numus establishes his city on the banks of the Tigres river, in the Arene Candide region.

circa 1 AUC: Zhou Dynasty.  They overthrow the Shangs, who have become weak and complacent. Despitebeing warlike, the Zhous begin as competent rulers who bring several reforms to their realm.

1-340 AUC: Rise of 'NUMAN REPUBLIC'. Shrewd leadership, successful trade and military prowess all serve toincrease Numa's borders and influence. Nearby cultures are absorbed or supplanted. The Sidhe occasionallyvisit Numa from someplace far to the north-west.

circa 150 AUC: Numan traders reach southern Ussura (later Somojez). Impressed by all that these newcomershave to offer, the native Zakut people establish trade links and adopt Numan ways.

213 AUC: Battle of Palo di Olympia. Numan legions defeat a larger Crescent army. Numa takes control of thewestern portion of the Crescent peninsula, and is to hold that territory for nearly six hundred years.

225 AUC: Having consolidated its western holdings, Numa turns its attention eastwards..

228 AUC: Priscus Tecpatus of the Numan Republic negotiates a treaty with the city-states of Acraga (laterCastille). Whilst relations are initially friendly, Numa's ongoing expansion soon causes tension between thetwo cultures.

236-255 AUC: The Numan Republic campaigns against the barbarian tribes in central Theah (later Eisen).

circa 250 AUC: The Novgod tribe loses a war in the Vestenmannavnjar islands, and is exiled to Ussura.

255 AUC: Numa's Wall. The Numan Republic constructs a huge wall along the south bank of the Great River, tokeep barbarian hordes at bay. Barbarian incursions impede communications between Numa and its southUssuran allies. The latter are soon targeted by the savage tribes of Brutovskaya and Alyuskar. The Drachenberg

mountains are the scene of numerous battles between invaders from the west and Ussuran defenders.268 AUC: Death of Priscus Tecpatus.

Discovery of precious metals in Acraga, in what is later called 'La Sierra de Hierro' (The Mountains of Iron).Numa's westward expansion accelerates, seeking to profit from this find.

269-344 AUC:  Acragan Wars.  Numa and Acraga fight a series of wars. Numa wins most of them. Acraganterritory inexorably shrinks.

344 AUC: End of 'Acragan Wars'. Numa conquers the last of the Acragan city-states, and dominates thatregion for the next seven centuries.

365 AUC: Ussurans, led by the Novgod tribe, defeat invading barbarians west of modern Donskoy. The Novgodchange their name to the Novgorov.

366 AUC: Foundation of the Ussuran city of Ektar (later Ekaternava), as a bulwark against future invasions fromthe west.

circa 375 AUC: RURIK and SOMOJEZ. Foundation of these adjoining kingdoms, in Ussura.

421 AUC: Numa Invades Avalon.  General Julius Caius leads the invasion force, which faces scattered andconfused opposition at most. That there are lands and people beyond their own comes as a profound shock tomany Avalons.

423 AUC: Numa crushes the last remnants of Avalon resistance, and imposes its rule over the entire island.Establishment of a chain of Numan outposts along the southern shores of the Highland Marches, with a viewtowards expansion there. Further incursions are discouraged after meeting fierce (if disorganized) resistancefrom the Highlanders.

424 AUC: General Julius Caius makes a triumphant return to Numa.

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circa 425 AUC: Qin Dynasty. Unquestionably the briefest serving of Cathay's ruling dynasties, nonetheless itleads the nation out of civil war and achieves a great many reforms that endure to this day.

425 AUC: Self-proclamation of General Julius Caius as absolute ruler (Imperator) of Numa. Death of ImperatorJulius Caius, assassinated by rivals in the Numan Senate. Coronation of Tigranus, son of Julius Caius, as Numa'snew Imperator. Those who opposed his father are forced into exile. Centuries later, Vodacce's infamous

Lorenzo family will claim direct descent from Tigranus, through his oldest daughter.425-581 AUC: Age of Imperators.  The Numan Republic is ruled by a series of dictators of highly diverseoutlooks and abilities. During this time, the Senate is reduced to a mostly ineffectual advisory role.

circa 440 AUC: Han Dynasty. The Hans defeat the Qin in the Battle of the Wei Valley, and take over the rule ofCathay. There is much internal dissent during this period, which the new rulers strive to defuse by encouragingboth commerce and territorial expansion.

508 AUC: Barbarians destroy the last Numan colony in central Theah (later Eisen).

573 AUC: Curse of Avalon. Mysterious storms and fogs block all access to Avalon. Numa unsuccessfully tries tore-establish contact by several means. Finally, Numa's Imperator decides that the islands are "cursed" anddecrees against further attempts to reach, contact or otherwise locate them.

581 AUC: End of 'Age of Imperators' / SECOND NUMAN REPUBLIC.   Death of Numan Imperator Clementes("The Mad" ). The Senate stages a popular uprising, and proclaims the formation of a new Republic.

598 AUC: General Thanthus and the remnants of his legion return to Numan shores. Presumed lost whenAvalon disappeared, they had in fact escaped by ship - only to spend the next twenty-five years wandering thehigh seas. Their tales of strange lands, great peril and fantastic treasures form the basis for Gurlan's literaryepic 'The Tanthusiad '.

623 AUC: End of 'Curse of Avalon'. The strange weather encircling Avalon dissipates, and the islands becomeaccessible to the outside world once more. Nobody there has aged so much as a day since the storms began,nor are they aware of anything having happened in all that time. Foreigners either leave the Glamour isles orquietly assimilate. Numa does not try to reconquer the land.

698 AUC: General Gaius Phillipus Macer and his army returns to Numa, after campaigning in central Theah

(later Eisen). Self-proclamation of Gaius Phillipus Macer as Imperator of Numa.

circa 699-772(?) AUC: The Living Runes / Laerdom. A huge monster ("The Great Wyrm") ravages the lands ofthe Vestenmannavnjar. Twenty-five warriors, one from each of the Vesten tribes of the time; gather, ally andeventually defeat the beast. In doing so, they take the Wyrm's power for themselves and become the so-called'Living Runes', forming the basis for all Laerdom magic. Ultimately, some heroes cannot cope with this newpower and.go mad, killing several former comrades before being slain themselves. Of the remainder, mostsoon disappear into isolation and others continue to aid their people.

700-724 AUC: Decline of 'SECOND NUMAN REPUBLIC' / Rise of 'NUMAN EMPIRE'. Imperator Gaius tightenshis grip on power. Yet again, the Senate's authority weakens.

724 AUC: SORCERY.  A group of Numan Senators, led by one Octavus Montanus, become Theah's first

sorcerors via means unknown. Opponents avow that these magics are gained through a loathsome pact withunholy forces, so this event is still referred to in certain quarters as 'The Bargain'. The sorcerers freely use theirterrifying new powers to seize control of the Numan Empire - with trouble-makers burned to ash, ripped apartor hurled screaming through strange portals never to be seen again. The aging Imperator Gaius is allowed toboth live and keep his throne, but hereafter has no authority save what the sorcerors allow. The fortunes ofnon-sorcerous nobles in Numa go into decline.

Pyeryem. Matushka awakens from her long slumber, and gifts some of her people with the ability to changeinto animal form. Some legends have it that she is awakened by, and talks with, the First Prophet.

734 AUC:  GALLENIA. Former Numan Senator Edwardus Ajax Gallen leads a group of refugees into easternUssura. They establish their own nation near the distant land of Cathay.

735 AUC: The Wall of Fire.  All land access to Cathay is suddenly and dramatically blocked by an immense

barrier of magical flame. At the same time, the seas off Cathay become 'The Corridors of Flame', for the

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labyrinth of fire and other hazards that makes sailing through there unspeakably dangerous. Several Cathayangroups are cut off from their homeland.

735-740 AUC: Tumen Horde.  A "stranded" Cathayan tribe, called the Tumen, ruthlessly conquers most ofnorthern Ussura (later Molhyna). The native Zakut tribes are driven into the icy wastes of the far north.

circa 740-765 AUC: The Tumen attack Gallenia, but are defeated by Numan-style tactics.

circa 768 AUC: First Prophet. A charismatic young man begins preaching a new faith, performing miracles andgathering followers. His original followers, known as the Nine Witnesses, come from all over Theah. They areJaime, Joaquin, Maria, Tomas, Kirstin, Pierre, Simon, Philippa and Sophia.

773 AUC: The First Prophet gathers his Nine Witnesses at 'Monte Joyas' (The Mountain of Jewels) in La SierraHierro. He instructs them to separate from him and each other, then wait one year before starting to pass onhis teachings.

774 AUC / 1 AV: Last Days of the 'First Prophet'. / CHURCH OF THE PROPHET.  Alone, the First Prophet journeys to Numa. Confronting the Senate whilst it is in full session, he denounces sorcery and chides theSenators for their greed. Several enraged Senators attack the interloper, only to discover that their magicscannot harm him. They finally have him arrested (to which he offers no resistance), then tried and condemnedon several trumped-up charges.

The night before execution, the Prophet is visited in his cell by Senator Tobias (nicknamed " Tobias the Meek "),who records his prophecies and final teachings - Theus and his mercy, the dangers of sorcery and the threeProphets still to come.

Death of the First Prophet, publicly burned at the stake in Numa's city square.

Tobias renounces his rank of Senator, and changes his name to Mattheus.

Mattheus, to become the Prophet's Tenth Witness, and Maria, one of the Prophet's most loyal followers, meetand secretly claim the ashes of the Prophet. These ashes are interred in a crypt just outside of Numa.

The Prophet's words quickly spread throughout the Empire, despite the best efforts of authorities to suppressthis new "Church" and its followers.

32 AV: EMPIRE OF THE CRESCENT MOON.  An alliance of Crescent tribes defeats Numa's legions, regainingterritory lost in the Battle of Palo di Olympia nearly six hundred years before.

circa 65 AV: Cathayan trade goods start reappearing in Ussura and the Crescent Empire. From Gallenia comereports of Cathayan traders who can somehow pass through the Wall of Fire unharmed.

98 AV: Imperator Legio II defeats an invasion from Ussura.

The Numan Empire splits into two - the Eastern Empire (ruled from Numa); and the Western Empire (ruledfrom what is later the city of San Cristobal). Each empire is ruled by an Imperator and a Senate.

circa 100 AV:  The Ussuran kingdoms of Rurik and Somojez embrace the teachings of the Prophet. Pagandissidents from both realms journey eastwards. Vladimir Aryov, leader of the pagan dissidents from Rurik andSomojez, establishes a new realm (Veche) near the Gora Sorivdgrastov Mountains.

105 AV: The Eastern Imperator formally recognizes the Church of the Prophet as a legitimate faith. Popularsupport prevents any opposition from the Senate.

115 AV: Death of Vladimir Aryov, ruler of Veche, in Aryanski Castle. On his deathbed, he names Boris Tomiech,his most able and ruthless general, as successor. Tomiech is bloodsworn to never return to Aryov's fortress,and is presented with Aryov's youngest daughter, Anisheva Aryovna, as wife. Departure of Boris and AnishevaTomiech from Aryanski, accompanied by their respective armies. They ride for Veche's 'Mountains of Smoke'.

122 AV: Completion of 'Tara Oaslui '. This imposing fortress, the stronghold of Boris and Anisheva Tomiech, issaid to be built on the bones of all who dared oppose them. This year is also marked by the couple's seventhanniversary and the birth of their third son.

circa 130 AV: Most noble families in Numa now practice some form of sorcery. Magic has become genetic,passing from parent to child with each successive generation.

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202 AV: After much discussion, the Crescent tribes formalize their alliance, so as to present a united front tooutsiders. A leader with authority over all of the tribes is selected, titled 'Caliph' (successor).

203 AV: Eastern Imperator Danatius converts to the Church of the Prophet.

circa 217 AV: Chin Dynasty.  The founder of this dynasty leads his army to victory at the Battle of Red Cliff,ending a long period of strife and civil war in Cathay. Trade with the Crescents becomes very profitable at this

time.

circa 225 AV: PATIKA. A man, known only as the 'Haberci ' (Messenger), begins preaching the ways of ' patika'(The True Faith) in the Empire of the Crescent Moon. That religion soon becomes the dominant faith there.

297 AV: Fall of 'NUMAN EMPIRE'. Invasion of the city of Numa, by an alliance of barbarian tribes from centralTheah (later Eisen). Death of the Eastern Imperator, during the sack of Numa, ending the last vestiges ofNuman central authority. The kingdom of Rurik absorbs the formerly Numan holdings of Somojez and northernVodacce. This region becomes a bulwark of civilization between the barbarians to the west and the Tumenraiders to the east. The Acragans break from Numa and, led by the Castillius family, establish their own nation.Shortly thereafter, the Castillius family changes name to Castillo.

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299 AV: Coronation of Josemaria de Castillo, the first High King of Castille.

300 AV: Marriage of High King Josemaria de Castillo to the eldest daughter of the Caliph of the CrescentEmpire.

301 AV: Birth of Alonzo al'Mahmud Josemaria, son of the High King of Castille and grandson of the Caliph ofthe Crescent Empire.

circa 303 AV:  Second Prophet.  Malak appears exactly as predicted by the First Prophet (as recorded byMattheus), accompanied by nine Witnesses. All are from the Empire of the Crescent Moon. As the SecondProphet, Malak advocates strict codes of behaviour, denounces the Church as hopelessly corrupt, and calls forfollowers to accompany him back to the Crescent Empire.

305 AV: Imperator Alexius orders that Malak be arrested and brought before him for questioning. The firstattempt to do so is notably unsuccessful - the Witnesses form a protective circle around their leader thatcannot be broken by sorcery or weapons. The second attempt, with an entire army, is more successful - theWitnesses simply step aside when confronted, and Malak allows himself to be taken prisoner. But, during ayear of imprisonment, the Second Prophet refuses to speak. His Witnesses attempt to speak to the Imperatoron his behalf, but little comes of this.

Joseph of Aremacady, a follower of the Second Prophet, leads a group of converts to Avalon. He is creditedwith being the first to bring the words of both the First and the Second Prophets to that land. He also secretlycarries Holy Relics to Avalon for safekeeping.

306 AV: The Second Prophet's prison is mysteriously destroyed. One surviving witness, a guard, tells of " ... a

blanket of bright white light, descending from on high ... ". Afterwards, Malak walks away from the wreckageunharmed and then disappears.

Exodus. Malak arrives at Monte Joyas, where his Witnesses and 40,000 followers have already gathered. Oncetogether, they depart for the Crescent Empire. One follower, Marco, is told to remain behind and convey thewords of the Second Prophet and his Witnesses to the Church. These writings eventually form the basis for theSecond Vigil, in 'The Book of the Prophets'.

Malak's miraculous escape leaves Imperator Alexius inclined to believe the claims of divinity. However, he isalso dubious about so many of his subjects leaving the realm for an unknown fate. Three armies aredespatched, with orders to turn the Prophet's group back.

Death of 'Second Prophet'. Near the border town of Rahajeel, the Second Prophet and his entire group aremassacred by Crescents as they worship. Within an hour of discovery by the Imperator's troops, all traces ofthe dead disappear in a mysterious storm. One of the Imperator's soldiers gathers the scattered pages of

Malak's last sermon, just before the storm comes - these writings prove to be a continuation of the discussionsbetween the First Prophet and Witness Mattheus.

Kosar Invasion. The Kosar, a Tumen tribe, unite under the leadership of one Jaala Khan. They embark on a warof conquest, conquering much of Ussura and threatening the Crescent Empire.

Aleksandr Borisovich Tomiech, ruler of Veche, confronts the Kosar threat in a manner typical of his family. AsJaala Khan's army approaches his realm, Tomiech's soldiers secretly round up and kill all of the old, insane,infirm and pacifists they can find. The bodies of these unfortunates are then displayed for the benefit of theadvancing Kosars. Sight of this carnage convinces the would-be invaders to keep away from Veche.

Battle of Demetrian's Pass. Five hundred soldiers of the Rurik Empire, led by Demetrian, block the mountainpasses near Sousdal. They hold out against massed attacks from Jaala Khan's armies for three months, longenough for winter snows to force the Kosars' withdrawal. Demetrian and all of his troops die, but they save the

rest of Theah from Kosar invasion.

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The teachings of the Second Prophet create a deep rift within Rurik's populace, with some believing him afraud and others a messiah. To prevent civil war, Rurik's Knias finally rejects the Second Prophet and brutallyrepresses all followers of his teachings. The Rurik Empire is weakened, but survives.

307 AV: First Crusade.  Imperator Alexius publicly blames the Crescent Empire for the murder of the SecondProphet and his followers. The Imperator's armies invade.

308 AV: Hospital of the First Witness. Erik Schumacher, soldier, and his wife Francesca Ghiloni, a Numanhealer, lead a group of former crusaders into Crescent lands. At the port-city of Zafara, they establish a placedevoted to caring for the sick and injured of all faiths, sheltering in tents made out of old sails.

310 AV: Birth of Franz Schumacher, son of Erik and Francesca.

311 AV: Black Crosses of Zafara. Death of Francesca Ghiloni Schumacher. To honour her and her husband, thepeople of their hospital craft and wear rough tabards from the sailcloth awnings that have come to serve astheir symbol, marked by a black Prophet's Cross.

312 AV: Death of Imperator Alexius. He is succeeded by his son Corantine, a faithful Vaticine who is also aconvert to the teachings of the Second Prophet.

313 AV: Death of High King Josemaria de Castillo. The heir's uncle declares himself Regent. In support of the

Crusade, Castille's Regent denounces the Crescent leadership as treacherous murderers, and proclaims himselfboth King and Caliph.

Death of Prince Alonzo al'Mahmud Josemaria, heir to the Castillian throne. He is poisoned whilst preparing todepose his uncle, the Regent.

322 AV: The Black Crosses move into a large building centred on Francesca Schumacher's tomb. 'The Hospitalof the First Witness' continues to occupy this structure to the present day. Death of Franz Schumacher,murdered by hired thugs. His grief-stricken father leads the Black Crosses against those responsible for thecrime. Within fifteen days, Zafara has been swept clear of corruption, and the city's government given to morehonest people.

325 AV: Corantine Convention.  Formulation of the Vaticine Credo, finally unifying the cults of the First andSecond Prophets.

Death of Oscor Nikolai Novgorov, Knias of the Rurik Empire. When commanded to come to Numa and sign theVaticine Credo, he does journey there - only to defiantly reject the Second Prophet, the Credo and Corantine'sauthority. The Knias and all but one of his entourage are then executed for heresy. The sole survivor escapesand returns to his homeland, to tell what has happened.

USSURAN ORTHODOX CHURCH.  'The Ussuran Orthodox Church of the True Prophet of Theus' accepts theteachings of the First Prophet (except for those recorded by Mattheus, regarded as the very worst liar andheretic); and rejects outright both the Second Prophet and the authority of the Vaticine Church. The late KniasOscor becomes the first martyr and confirmed saint of the new faith.

Erik Schumacher leaves Zafara, to visit his homeland one last time. He is accompanied by sixteen of his originalknights.

326 AV: The Ussuran city of Sousdal is declared a safe haven against the Vaticine Church. A Vaticine army isdefeated near the city after a two-day battle.

circa 327 AV: Sousdal becomes the capital city for the Ussuran Orthodox Church.

330 AV: Death of Erik Schumacher, founder of the Black Crosses, near the village of Tannen in central Theah(later Eisen).

331 AV: The body of Erik Schumacher is returned to Zafara by the last two survivors of his honour guard. He islaid to rest beside his wife. A representative of the Hierophant visits Zafara, to examine the activities of theBlack Crosses.

345 AV: Second Corantine Convention. The Church's progress is evaluated, and a formal hierarchy establishedwith four levels - these being, in descending order; Hieros, Archdiocese, Diocese and Parish. To honour the

Witnesses of both Prophets, the organization is structured around groups of ten.

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347 AV: 'Die Kreutzritter ' (The Knights of The Cross). After much deliberation, the Hierophant finally confirmsthe Black Crosses as a Knightly Order of the Vaticine Church, and permits the Black Cross to be used as theirinsignia. The Order's first official leader, titled the 'Hochmeister ' (Headmaster), is also confirmed at this time.Now known as 'die Kreutzritter ', the order's activities centre on Zafara, where they maintain a peacekeeperforce and operate 'The Hospital of the First Witness'.

Martyrdom of Orthodox Saint Covratski, who dies defending his faith from the Vaticine Church.376 AV: Death of Imperator Corantine. His empire is divided amongst his three sons, but their kingdoms soonfall apart.

circa 398-408 AV: White Plague I. The first known appearance of this horrific disease, occurring in the CrescentEmpire. Many people die of the Plague, and many others in the resulting panic. Unexplained storms andearthquakes block all access to Ussura, preventing the epidemic from spreading there.

circa 400 AV: End of 'Firbolg Wars' / The O'Bannon & "Old Molly".  Hard-pressed in their ongoing wars withthe Firbolg, the Inish receive vital aid from the Sidhe. The Firbolg are finally defeated, and driven deepunderground. To symbolize their alliance, the Sidhe present the Inish with the Fal Stone (known, in folk songs,as "Old Molly"). This magical object is empowered to select the rightful ' ard ri ' (High King) by singing of hisdestiny. After many others try (and fail) to claim Inismore's throne, reknowned warrior Hugh O'Bannon is

chosen by the Stone.

circa 416 AV: Inish High King Hugh O'Bannon removes his crown, packs a bag, kisses his wife and tells her " ...

I'll be back ... ", then walks away. He is never seen again. With no heir to Inismore's throne, a civil warinevitably follows. The O'Toole family eventually seizes control.

circa 430 AV: The Prophets' message arrives in Inismore for the first time. The Inish listen very carefully to themissionaries, and then kick them off the island.

446 AV: The Komnenian family seizes control of the declining kingdom of Rurik.

452 AV:  The Molhyni tribe revolt against their Kosar overlords. Death of Peitr, chief of the Molhyni, afterleading his people to victory over the Kosar at the city of Goroduk. Anton, son of Peitr, adopts the surnamePietrov and founds a new nation.

circa 480 AV: Birth of KOSCHEI PIETROV (also "Koschei The Undying"). An early ruler of Molhyna, whoabdicates soon after the first Knias Douma in favour of his son Franczek. However, Koschei retains his seat onthe Knias's Council, and continues to actively participate in Ussura's rule to the present day! How Koscheicheats death is unknown; but he has not aged greatly, has survived numerous assassination attempts and issaid to travel widely both within and outside of Ussura. His loyalty to his kinfolk is well-known - the Pietrovfamily still rules Molhyna, and has expanded considerably through his numerous marriages and liaisons downthrough the centuries. The full extent of Koschei's sorcery is unclear, but believed to be considerable.

492 AV: The kingdom of Rurik falls on hard times, after a peasant revolt and Somojez declares itsindependence.

518 AV: Saska Tomiechevna, daughter of Veche's Domiator, tours her father's kingdom. She demands that herfather's liegemen visit her tent late at night. Those who refuse are found ripped apart in the morning. A

terrible ancient evil reawakens in Veche at this time.

520 AV: Succession of Koschei Pietrov as Khan of Molhyna. He is credited with stabilizing the young kingdom,moving its capital to Sladivgorod and instigating many reforms.

521 AV: Marriage of Romain Tomiech, Domiator of Veche, to daughter Saska, soon after the death of his wife.At their wedding, the couple bathes in the blood of 1,000 peasant girls.

522 AV: Birth of Ilhyna Tomiech, son of Romain and Saska. Death of Domiator Romain Tomiech, one day afterthe birth of his son. Saska seizes control, and quickly proves to be even more insane than her father.

Disappearance of Domiator Saska Tomiech and infant son Ilhyna. Matushka forever imprisons both in icebeneath Tara Oasalui Castle.

Succession of Valentin Vadomivich Tomiech, Saska's cousin, as the new Domiator of Veche. He repeals a few ofhis realm's more oppressive decrees, thereby easing his people's burdens.

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523 AV: Eisen Invasion of Ussura I.  Warlord Johann von der Velde, of central Theah (later Eisen), leads aninvasion of Ussura. His entire army is destroyed by a sudden ice storm - in mid-summer!

525 AV: USSURA / First 'Knias Douma' (Council of Kings). At the behest of Matushka, the Five Kingdoms ofUssura (Rurik, Somojez, Veche, Molhyna and Gallenia) unite under one banner. Baveroc Fyodovich, a peasantherdsman from Rurik, unexpectedly becomes Ussura's first 'Gaius'  (High King). From now until 1658, all of the

nation's Gaiuses are commoners chosen by Matushka.526 AV: Eager to sweep away the horrors of his predecessors, Domiator Valentin Tomiech has Tara Oasaluicastle renamed 'Valaamzhensky '.

527 AV: Abdication of Koschei Pietrov from the throne of Molhyna, in favour of his son Franczek.

circa 533 AV: Sui & Tang Dynasties. A time of comparitive peace and prosperity in Cathay.

600 AV: The rise of Carleman, who conquers most of western Theah.

609 AV: Carleman arrives in Numa, and offers to ally with the Church. Coronation of Carleman as HighImperator of Theah.

Church Guard. Solomon Antone, one of Carleman's most trusted companions, establishes an elite body offighting men sworn to protect the Church. Out of respect for their founder, they still use his distinctive fightingstyle, known as the Swords of Solomon.

654 AV: Death of High Imperator Carleman. His realm is divided amongst his three sons - Charles, Stefan andIago.

circa 656 AV:  VODACCE.  Iago (Carleman's youngest son) strives to hold the north of his realm against hisbrother Stefan. While he is thus diverted, one Luis Delaga seizes control in the south. Of a prestigious Numanbloodline, Delaga strengthens his new realm via cunning leadership, and by providing refuge to talented exilesfrom abroad. Centuries later, direct descendancy from Delaga's line is claimed by both the Villanova and theCaligara families.

659 AV: MONTAIGNE. Death of Charles (Carleman's middle son), after a long illness. His widow, Isabeau, soonmarries her cousin, Leon Montanus. Their realm is renamed “Montaigne”, for their family name.

686 AV: 'Dracheneisen' (Dragon Iron) / POSEN and HEILGRUND.  Two cartographers working for Stefan(Carleman's oldest son) discover an odd clay that can be refined into a remarkably light and immensely strongsubstance. This is soon being used to make weapons and armour for Stefan's warriors. Stefan has a special suitof dracheneisen armour forged by master craftsmen for himself. In gratitude, Stefan awards baronies to thetwo discoverers, these becoming the Posen and Heilgrund Konigreichen. As a special gesture, Stefan also giftshis new barons with parts of his armour, Posen receiving the sword and Heilgrund the breastplate. This marksthe beginning of two notable Eisen traditions:

  Imperators present portions of this particular suit of armour to those considered worthy (such as newly-created barons).

  Imperators award baronies to any person of any status who discovers a new source of Dracheneisen.

Stefan denies all other nations any access to Dracheneisen. This ensures his own realm's military superiority,

but creates bad blood with neighbouring Montaigne and Vodacce for centuries to come.

'Die Nibelungen' . A secretive order of craftsmen are entrusted as sole custodians of the knowledge of creatingand working Dracheneisen. This gives them considerable influence within Stefan's realm.

691 AV: EISEN. Stefan adopts the name 'Eisen' (Iron) for his realm, symbolizing both the main industry and thecharacter of the people. He is memorialized by his nation as Stefan I, a wise and shrewd ruler.

782 AV  – Gottschalk I of Eisen conquers most of northern Vodacce. Decisive to this victory are his cavalry, plusthe widespread use of Dracheneisen arms and armour within his army. The city of Numa is set aside by him tobe ruled by the Hierophant of the Vaticine Church.

Coronation of Gottschalk as the first Imperator of Eisen, by the Hierophant. Due to its close association withthe Vaticine Church over the next several centuries, Eisen comes to be also known as 'The Holy Republic'.

Introduction of the Boar Spear as the primary weapon of Eisen cavalry.

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818 AV: Selection of female warrior Gunnef ("The Ravenhaired ") to be the first High King of theVestenmannavnjar.

Construction of 'Thingvallvatn' (Fortress of the High King). Located on the island of Viddenheim, this is to bethe traditional home of the Vestenmannavnjar High Kings, and the central meeting place for the nation'stribes.

circa 830 AV: The Vestenmannavnjar begin raiding Avalon, the Highland Marches and Inismore. Initially, thepeoples of these lands are too divided to offer any meaningful opposition. Establishment of severalVestenmannavnjar communities in the Highland Marches and Inismore.

circa 845 AV: Avalon's King Elilodd of the East raises both an army and a fleet. After a successful defense andcounterattack, he finally makes peace with the Vestenmannavnjar invaders, then goes on to unify most ofAvalon. Avalon legend has it that Elilodd actually invades the Vesten islands, before finally making peace withthe High King herself.. Vesten legend claims that Elilodd never leaves Avalon.

circa 858 AV: Death of Empress Wu Tsie Tien, the first female ruler of Cathay. Central authority breaks downwithin her realm, with the various provinces all going their separate ways.

874 AV: Fifth Corantine Convention. It is determined that the Church can arbitrate political disputes, but mustalways remain neutral. Priests are banned from possessing land, businesses or noble titles.

888 AV: Destruction of 'The Invisible Sword'. The existance of a previously secret anti-sorcery organization isuncovered, ironically, by a Strega  (Vodacce Fate Witch). All members are hunted down and slain by herhusband's soldiers. Little else is known of the group, other than claims that it originated in Numan times.

900 AV: Death of Gunnef the Ravenhaired, High King of the Vestenmannavnjar. Selection of Ash Dagfinnrsonto be the new High King of the Vestenmannavnjar. Not as skilled a warrior as his predecessor; he encouragesexploration southwards into Theah, and to the seas west of Avalon.

914 AV: White Plague II. A major epidemic breaks out. Vodacce is hardest hit, with entire cities swept clean oflife. Montaigne and the Crescent Empire also suffer heavy losses.

918 AV: Extinction of the Von Drachens. The entire Von Drachen family, greatly-feared tyrants in Eisen, aremassacred whilst gathered in the family castle. Their holdings are annexed by a rival, one Karl Sieger.

circa 930 AV: Song Dynasty. Cathay is mostly reunited during this time, also marked by encouragement of thearts and sciences.

960 AV:  Birth of HROSWITHA OF STAHLFORT. An Eisen nun, famous for authoring many thought-provokingcomedies and satires.

988 AV: Order of Saint Gregor. The knights of this Order are sworn to uphold the decrees of Eisen's Imperator,and are answerable only to him.

1000 AV: Third Prophet. A mysterious individual starts performing miracles in northern Castille. He preachesthat neither sorcery nor Crescent influence should be tolerated. Hierophant Honorius meets with him atMonte Joyas, and becomes convinced that he is genuine.

1002 AV: Death of Bishop Felipe de Gallegos. Incensed by previous injustices, Crescents riot in the Castilliancity of Malaga. The Bishop tries to calm the mob, only to perish at their hands. The Third Prophet immediatelycalls for a new Holy Crusade against the Crescent Empire.

1002-1011 AV: Second Crusade (also 'The People's Crusade').  The Third Prophet and his followers seek topurge Castille of all Crescent influences. They are opposed by Castille's High King and many of his nobles.Simualtaneously, Vodacce nobles spearhead an invasion of the Crescent Empire. After early successes, bothVaticine armies bog down against increasing opposition.

1008 AV: With the Crusade going badly on both fronts, the Third Prophet asks Hierophant Honorius forassistance. In response, Vodacce's powerful navies join the fight.

1009 AV: 'El Fin del Cielo' (The End of the Cycle). Garcia, Castille's (pro-Crescent) King, is defeated in battle atMalaca by 'El Sayyid ' (The Master).

1011 AV: Vodacce's Lorenzo family, always feared for their cruelty and outright sadism, rise to prominence.Having often claimed to be the "true rulers" of Vodacce, they seem close to achieving exactly that.

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End of 'Second Crusade'. The Crusaders prevail in Castille, but the invasion of the Crescent Empire has beensmashed, with Crescent forces now pushing towards Vodacce. Many Vodacce nobles have perished, with theLorenzos taking especially heavy losses. Lorenzo fortunes suddenly wane.

Fall of the Lorenzos. "Mad Queen" Marrietta, wife of King Vinchenzo Lorenzo and the most powerful Strega ofall time, attempts to destroy the entire Crescent Empire with her Sorte powers. Instead she, her family's island

and everyone on it all disappear forever. The sea still sometimes turns to blood where the Lorenzos' islandused to be.

1012 AV: Surviving Lorenzos regroup on the mainland and soon split into two separate family groups - Biancosand Serranos. The two new ruling families become bitter rivals and, in certain respects, even more feared thanthe Lorenzos ever were.

The Crescent army halts its advance towards Vodacce, and withdraws for reasons unknown.

Vaticine Inquisition.  The Third Prophet establishes a special holy order, committed to seeking out anddestroying all forms of heresy.

The Prophet deposes the Hierophant, in favour of a man of his own choice. He also decrees that the seat of theChurch will permanently move from Numa (in Vodacce) to Vaticine City (in Castille). A number of Cardinals,mostly from Vodacce, vehemently object to these changes.

1012-1019 AV: Hieros Wars. The Third Prophet and his allies openly battle Vodacce's Cardinals for control ofthe Vaticine Church.

1014 AV: Coronation of Ramon Sandoval ('El Sayyid ') as High King of Castille. In contrast to the nation'sprevious rulers, and those of most other nations, his family line is non-sorcerous.

'Hernando de los Reyes' (Brother of the Kings). Four of King Ramon I's most loyal knights refuse to accept anyrewards. Instead, they ask to be allowed to continue serving their king as his personal champions. Theirrequest is accepted, and the four become the first of Castille's Royal Guard. The King honours them by grantinga new surname to them and their families - 'Hernando de los Reyes' .

Return of The O'Bannon. Inismore's Fal Stone weeps and sings, marking the return of The O'Bannon. He killsthe ruling O'Toole, declares himself the new 'ard ri', and raises an army that conquers all of the

Vestenmannavnjar settlements on Inish soil. All of the defeated are allowed to stay, provided they swear fealtyto their new lord.

1018 AV: Capture of Numa by Imperator Friedrich II of Eisen, an ally of the Third Prophet.

1019 AV: End of 'Hieros Wars'. Vodacce's Cardinals finally yield to the Third Prophet. Castille becomes Theah'snew centre of learning and religion.

1021 AV: The O'Bannon sets his crown aside, tells his court " ...I'll be back   ... ", and then leaves for partsunknown. Inismore resumes its infighting.

1023 AV: King Herygh of Avalon decides to split his realm among his three sons. Youngest son Athrwys objects,saying that the land needs one ruler. Angered, the King disinherits and banishes Athrwys, who flees toInismore. Death of King Herygh of Avalon, almost immediately after his argument with Athrwys. Herygh's two

other sons are soon feuding over rulership of the kingdom. Civil war follows.

1028 AV: Battle of Three Roads.  The battered armies of Herygh's two oldest sons clash yet again. Athrwysunexpectedly arrives with an Inish army and defeats both. He forgives his brothers, saying " ... Avalon must be

united, or we shall surely fall ... ". An invading army from Montaigne arrives on the field, led by Henri duMontaigne. Despite a brave fight, the combined Avalon-Inish armies are crushed.

Death of Athrwys. Gravely wounded, he flees pursued by Henri's men. Upon arriving at a pond, he shouts outin Cymric and flings something into the water. Athrwys is then killed by the Montaigne. Whatever he threw inthe water is never found.

Montaigne Conquest. Montaigne begins a century-long occupation of Avalon, Inismore and the HighlandMarches. The Sidhe flee with 'The Graal ', and the power of Glamour fades. Bards, druids and holy men are putto death wherever found. It is forbidden for anyone to speak or teach Cymric, Avalon's native language.

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1030 AV: Death of 'Third Prophet'.  He dies in his sleep the night after completing the Fourth Vigil, whichpredicts events leading up to The Last Day. These writings also assert that Legion will defeat The Creator, if sinand heresy are unchecked. The Church declares a two year mourning period, and adds the Fourth Vigil to ' The

Book of the Prophets'.

1034 AV: Eisen Invasion of Ussura II.  An Eisen army invades Ussura. Earthquakes and blizzards force its

retreat.1035 AV: Death of High King Ramon I of Castille. He is succeeded by his son, Alphonso I ("The Brave").

circa 1050 AV: THE CRUSADER KINGDOM.  'The Outremer', a large spur of coastal land captured by theVaticines from the Crescents, comes under control of the self-proclaimed (and Church-backed) King Balfour ofUrfa. The fortunes of this realm ebb and flow with the Crusades for the next two centuries, with periodicreinforcements in the form of Thean warriors seeking glory, booty and/or land. Most survivors will eventuallyleave, but there are always some who stay behind to defend hard-won lands against the hostile Crescents.

1088 AV: Sacking of 'Library of Alexia'. Crusaders attack the Crescent city of Alexia, famous for its beauty andimmense Library. Several Vodacce families subsequently "acquire" many books and scrolls - at least, until theChurch demands that all of this booty be " ... gifted to the Hierophant  ... ".

circa 1110: Cathedral of Santa Maria. The Vaticine Church commences design and construction of a cathedralover the Tomb of the First Prophet near Numa, replacing the rather humble church previously there. Theproject drags on for the next two and a half centuries with successive Hierophants, Church officials, HolyOrders, monarchs, builders, artisans and benefactors of every stripe all bitterly squabbling; with innumerabledelays, alterations and extensions imposed for every conceivable reason. The final result is immense (secondin size only to 'The Great Cathedral of The Prophets' in Vaticine City), horrifically expensive (cost incalculable,but several Holy Orders and at least one monarch are bankrupted by it) and remains incomplete to the presentday.

1118 AV: Holy Order of the Poor Knights of The Prophet.  Established by Hughes Allaix du Crieux, the PoorKnights are sworn to guard lands seized in the Crusades and protect pilgrims. The Order becomes a mainstayof Crusader forces in the Outremer.

1133 AV: The first 'corrida' (bullfight) take place in the city of Tarago, as entertainment for Castille's nobility.

These events soon become an important part of Castillian culture.

1134 AV: Order of Saint Victor. Establishment of this missionary order, also seen as a peaceful alternative tothe Inquisition. Amongst other tasks, it seeks to bring heretics back into the Church voluntarily throughpreaching and logical debate.

circa 1147 AV: Construction of 'Tor'Rosa'. Crusaders start building a large fortress on the Outremer's coast.

1153 AV: Queen Eleanor of Montaigne causes much scandal by having her husband declared legally dead (he isactually away at the Crusades), and then marrying the King of Avalon. Her new husband soon goes off to theCrusades as well. In his absence, Eleanor becomes taken with the old tales of Avalon's heroes. She has thesestories translated from the original Cymric language into Montaigne, and does what she can to changeAvalon's taxation and legal systems for the better. Glamour slowly returns to the land. Eleanor is memorialized

as Avalon's 'Beloved Queen'.circa 1157 AV: Completion of Tor'Rosa.  With its command of both land and sea trade routes, this fortressbecomes one of the most important Crusader strongpoints in the Outremer.

1157 AV: Birth of ROBIN LOVAINE  (also "Robin Goodfellow "). A former Crusader and minor noble of Avalon,who leads the resistance against King Charles's oppression of the Avalon people. Money and goods taken byKing Charles's men are seized, and returned to the people, by Robin and his fellow outlaws. To moreeffectively battle King Charles, he eventually goes so far as to fake his own death. Robin marries his lifelongsweetheart (Queen Eleanor's daughter) and later helps establish 'The Council of Free Nobles'. Ultimately, histitle and lands are restored by the rightful King of Avalon.

1158 AV: Death of Enrique II ("The Mad "), High King of Castille. Unable to cope with the responsibilities of theCrown, he takes his own life. He is succeeded by his brother, Ramon III (“The Noble”).

1170 AV: Death of Ewan O'Toole, High King of Inismore. An Avalon lord claims the throne, and Avalonstrengthens its hold on Inish lands.

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1173 AV: Construction of 'die Posenstadt '. Baron Gerhard Posen of Eisen starts building a castle on the islandof Insel. The results endure as both the Posen family's official residence and one of Theah's strongestfortresses.

1174 AV: Eisen has its first ever Beer Festival. It is so popular that it becomes an annual event.

1175 AV: Fall of the Serranos. The last known member of Vodacce's Serrano family launches a trading venture

into the Crescent Empire. This venture ends disastrously. Bankrupt, the Serranos are permanently exiled toVodacce's mainland, their status reduced to that of peasants.

Death of Avalon's Queen Eleanor. She is betrayed by her friend, Archbishop Harold Guissard, and hung as atraitor by her brother-in-law, Charles. Self-appointment of Charles as Regent of Avalon, supposedly until hisbrother returns from the Crusades. He restores the anti-Cymric laws and imposes heavy taxes.

1177 AV: Robin Lovaine returns home from the Crusades, and witnesses King Charles's oppression of theAvalon people. The young noble is soon organizing resistance against him.

1199 AV: Death (allegedly) of Robin Goodfellow, in a skirmish with King Charles's men. However, his legendgrows, with reported sightings and deeds continuing for nearly twenty years thereafter.

1207 AV: Eisen Invasion of Ussura III. An Eisen army invades Ussura, but is (again) defeated by the weather.

1215 AV: King Charles loses control of Avalon's holdings in Montaigne. In a rash attempt to reclaim theselands, he orders an invasion of Montaigne. His army is soundly defeated, and Charles publicly humiliated.

Council of Free Nobles. A group of Avalon nobles force King Charles to sign a document limiting his powers.This is to prevent Avalon's monarchs from making arbitrary decisions in the future.

Robert The Dark. A new leader rises to power in the Highland Marches. Unusually for that nation, he disclaimsalliance with any particular clan - instead gaining widespread support through skill and force of personality.

1216 AV: Charles's nephew, the rightful King of Avalon, returns from the Crusades and deposes Charles.

Death of Harold Guissard, Archbishop of the Church of Avalon. He is defrocked by unanimous vote of hisbishops, charged with treason by the new King, and then hung from the same gallows that Queen Eleanor diedupon.

1217 AV: 'El Ano de Tres Reyes' (The Year of Three Kings). Castille has three Kings within one year:

  Death of King Alfonso II ("The Desired "), of a wasting disease. He is succeeded by his son, Ferdinand, whosuffers from the same malady.

  Death of King Ferdinand ("The Beautiful "), only seven months later.

  Coronation of King Juan I, a cousin of Alfonso II.

1218 AV: Battle of Dun Val. The Highlanders defeat their foreign overlords.

1219 AV: Coronation of Robert The Dark as High King of the Highland Marches. He also founds the MacDuffdynasty and clan, separate from the other clans of the Marches. At least in part, this isolates his bloodline fromthe web of grudges and feuds that have divided the Highlanders for centuries.

1223 AV: Birth of GIORGIO TOURELLE. Arguably the greatest swordsman of his time, author of one of theoldest known books on swordplay, and developer of many tactics that evolve into standard broadsword andlongsword techniques.

circa 1230 AV: Yuan Dynasty. Originally leaders of a frontier tribe, they rebel against the previous dynasty -and end up conquering much of Cathay. There is a great deal of strife and division in the nation at this time.

1243 AV: The Hieros Council bans outright the establishment of any new religious orders. There are already somany that the Church bureaucracy has serious difficulty coping with the burden.

1250 AV: The monk Juan Bautista Rael edits a version of the Four Vigils, in which each book is subdivided intochapters and verses. The lessons of 'The Book of the Prophets' thus become far more accessible to all.

1261 AV: 'Declaration of Connickmoor '. High King Robert II ("The Just ") formally establishes the legal system ofthe Highland Marches.

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1267 AV: Construction of 'The Stein'.  Imperator Stefan III builds a large fortress around die Wachtturm (agigantic Syrneth tower built of Drachen bones). It overlooks the junction of Eisen's two largest rivers (Der Rothand Der Rotsturm), and is the centre of the Iron Nation's defense for the next three centuries.

1270 AV: Ceyr al Ansari, of the Crescent Empire, writes his famous treatise on poisons and antidotes.

1287 AV: Death of Francesca, a Vaticine nun. Reknowned for her piety and good works, she is eventually

canonized as Saint Francesca of Gallili.

1291 AV: Battle for Tor'Rosa / Twilight of 'THE CRUSADER KINGDOM'.  After instigating a successful "divideand conquer" strategy against Crusader groups in the Outremer, famed Crescent leader Salahdar turns his fullattention, and the bulk of his army, on the fortress of Tor'Rosa.

After weeks of heavy bombardment, and with no prospect of relief, it becomes clear to all that Tor'Rosacannot hold out against the Crescents.

Death of Severy Etalon du Toile, Grand Master of the Poor Knights. He and the other Poor Knights in Tor'Rosa,along with a few Kreutzritters, all ride out to battle Salahdar's much larger army face-to-face. None return.

Capture of Tor'Rosa by Salahdar. The survivors are treated decently but forced to leave Crescent lands.

Despite those Crusaders still holding out elsewhere in the Outremer, the loss of Tor'Rosa is a decisive blow toVaticine ambitions. Already flagging, Thean support for the Crusades all but disappears.

1294 AV: The unpopular King Carlos II ("The Cruel ") of Castille falsely accuses his brother, Sancho, of being inleague with the Vodacce. Castille's Royal Guard is ordered to execute Sancho for treason, but refuses to do so.The stature of the Royal Guard is such that no other Castillian dares to confront them, and King Carlos II backsdown in disgrace.

1295 AV: Abdication of King Carlos II, in favour of the same brother he accused of treason.

King Sancho decrees that his nephew (Carlos II's son) is to be heir to the throne instead of his own son. For thisaction and others, he is memorialized as "Sancho The Just ".

Sandoval's Guard. King Sancho decrees that Castille's Royal Guard will henceforth have a new name. Theirmantle is changed to include the heraldry of the Sandoval family.

circa 1300 AV: "Official" beginning of the Vodacce Renaissance.

1305 AV: Death of Robert III, High King of the Marches, at sea under suspicious circumstances. His brother,Malcolm I, takes the throne since the heir, Duncan, is only 3 years old.

1307 AV: 'The Holy Order of the Poor Knights of The Prophet' is declared heretical by, firstly, the King ofMontaigne and then by the Hierophant. The Hierophant also decrees that all sovereigns acting against theOrder are entitled to keep half of the Order's substantial wealth, with the other half to go to the Church. Itdoes not take long for all of the Poor Knights to be arrested and their properties seized.

1308 AV: Destruction of 'Poor Knights'. Death of Jacques du Mugeot, the last Poor Knight and former head ofthe Order. Like all of his fellow knights, he is burned at the stake for heresy. As he is tied to the stake, duMugeot foretells that both the Hierophant and Montaigne's King, both of whom are present, will die within

the year. This prediction proves to be accurate.

End of 'Second Crusade' / Fall of 'THE CRUSADER KINGDOM'. No Crusaders remain in the Outremer, all havingretreated back to Theah or been slain by the Crescents. The Vaticine Church closes western Theah's borderswith the Empire of the Crescent Moon, establishing a chain of outposts to enforce this ban. By virtue of theirservice to (and influence within) the Church, the only group permitted to visit or trade with the Crescentshenceforth are Vodacce's Bernoulli family.

1312 AV: Birth of CAPTAIN JUSTICE ROGERS. The first pirate to achieve any real fame, and the inspiration forevery Thean freebooter since. Born in Avalon, he spends much of his career raiding Montaigne shipping, withmost of this plunder returned to its rightful owners, the Avalon people. He also creates the Rogersswordfighting school. The final fate of Captain Rogers and his crew remains one of Theah's most famousmysteries.

circa 1319 AV: Ming Dynasty. Victors of a revolt against the Yuans, these rulers strive to improve the lives ofthe lower classes, but have little interest in foreign trade.

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1323 AV: Death of Malcolm I, High King of the Marches, slain by his nephew, Duncan. Coronation of High KingDuncan, hailed as a national hero for restoring the true MacDuff line without war. Unfortunately, he has beentotally unhinged by his uncle's cruelty, seeing plots and assassins everywhere, and soon becomes known as"Duncan The Mad ".

1329 AV: FHIDELI / TIBESTI. First recorded encounters with these mysterious nomads, in Somojez. They prove

to be a proud independant people with their own distinctive culture, commonly distrusted by other folk.1334 AV: Orthodox Saint Sergius of Radonezh leaves his monastery at Siev, in order to preach his faith to theKosars.

1342 AV: Death of Cey'Ceyrr Aydamir Jildaki, famed Crescent alchemist, after concocting and drinking a potionhe was certain would prolong life.

1347 AV: White Plague III. Another major epidemic, with Avalon being hardest hit.

1348 AV: Eisen Invasion of Ussura IV. Eisen General Ernst Heilgrund musters one of the largest armies everseen in Theah. It gets further into Ussura than any other, but is annihilated by a massive flood at the EkaterinaRiver. Eisen's Imperator forbids any further attempts by his nation to invade Ussura.

1353 AV: Noble & Learned Adventurer's Society of Luthon & Lovaine.   Lord Ainsley Johns, Earl of Breneth,

presides over the first meeting with four friends (close political allies). Their organization is to serve as a socialclub and sponsor for persons seeking to explore exotic lands

1355 AV: Disappearance of Captain Rogers and his crew. After raiding a Montaigne treasure ship, his ship ('The

 Jolly Rogers') is chased by a fleet of warships to the previously unknown isle of Syrne. When the pursuersarrive, they find only the empty pirate ship - captain, crew and treasure all having inexplicably vanished. Theentire fleet, and their prize as well, are lost shortly afterwards in a ferocious storm, with only a few survivors totell the tale. The fate of Captain Rogers, his crew and the treasure remains unknown to this day.

1360 AV: Coronation of Murakhan al'Tazir, a famed general, as the first 'Sultan' (ruler) of the Crescent Empire.The title of Caliph falls into disuse. To aid in the ruling of his Empire, Sultan Murakhan establishes the Councilof Tribes with representatives from all of the Crescent tribes.

1367 AV: Construction of 'Heart of the Drachen Cathedral '. Father Piessel begins construction of a cathedral

on a hill overlooking The Stein. Particularly noteworthy is the use of Drachen skeletons as the primary buildingmaterial.

circa 1368 AV: Richter Masthoff is unjustly imprisoned by an Eisen baron. Whilst in the dungeon, he writes aconsiderable number of books. These writings also contain coded messages for his family and supporters.

1369 AV: Birth of CRISTOFORO SCARAVESE. Author of 'Means to Ends' and 'Victory ', widely acclaimedcommentaries on Vodacce politics. The Vodacce nobility's wholehearted adoption and twisting of his ideas soappalls Scaravese that he gives up writing forever. The remainder of his life is spent in Dionna, as a vassel ofthe Villanovas.

1375 AV: Order of Saint Francesca of Gallilli. A deluge of petitions induces the Hieros Council to lift its ban onthe establishment of new religious orders. The Franciscan Order seeks to emulate their patron through

charitable works and vows of poverty. Eventually, they are to become one of the Vaticine Church's largestmonastic orders.

1376 AV: Consecration of 'Heart of the Drachen Cathedral'. It is an awe-inspiring structure of Drachen bonesovershadowed only by the nearby Wachtturm. The main steeple is over eighty feet high, formed from aDrachen skeleton's tail needing two hundred men and eight teams of oxen to haul upright.

1377 AV: Death of Marches High King Duncan ("The Mad "), apparently committing suicide by poison. He issucceeded by his daughter Catherine ("The Graceful ").

1380 AV: Birth of ANDARE DEL CASIGULA ROSA (later "The White Knight of Vodacce"). Revered as the greatestknight in Vodacce history. Andare joins die Kreutzritter  at an early age and, as an adult, plays a vital role in theChurch's war with the sorcerous Bianco family.

1381 AV: The leader of the northern Molhynan Kosars rides with his family and tribe to Siev. There, they are allformally baptized into the Orthodox Church.

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Death of Catherine ("The Graceful "), High Queen of the Marches, in childbirth. Her son, Malcolm, survives.Coronation of Malcolm ("The Lion") as High King of the Marches. He is only 1 day old.

1382 AV: 'die Seeadleren' (The Sea-Eagles). As a reward for years of distinguished service, veteran soldierHorst Dressler is granted permission to establish a regiment directly sworn to the service of Eisen's Imperator.Much of Dressler's experience comes, notably, from shipboard actions and other duties along Eisen's

waterways. This becomes the traditional specialty of his new regiment, something which few other elite Eisenunits do.

circa 1383: Arrival in Vodacce of Manuel Chrysolaras, a scholar related to Castille's Royal Family. He acts as anambassador to the Mondavis and Caligaras, seeking allies for Castille against attack from Avalon.

1384 AV: Death of Sir Christopher Canfield, respected explorer and Adventurer's Society member. His methods- setting clear objectives, thorough pre-planning, accurate record-keeping and working with local inhabitantsto learn more about the region - have become the standard to which all other expeditions are compared.

1386 AV: White Plague IV.  San Cristobal, the capital of Castille, is hardest hit with King Enrique III and hisentire family amongst the dead. A time of great uncertainty follows for Castille, with no clear heir to thethrone.

Despite being a possible heir to the Castillian throne, Manuel Chrysolaras chooses to stay in Vodacce,reasoning that his claim is weak (and perhaps suicidal). Instead, he marries a Mondavi daughter and becomes ascholar at the University of Laurentia.

Coronation of Jacques Cesar Praisse du Rachetisse (a distant cousin by marriage to Enrique III) as King ofCastille. Most Castillians bitterly resent having a foreign monarch, and the Hieros Council denies him the titleof "Rex Castillium", both of which impede his ability to rule.

Members of Castille's Royal Guard return from Ussura with Tomas Sandoval, a cousin of Enrique III.

Abdication of King Jacques, in favour of Tomas Sandoval. Coronation of King Tomas ("The Summoned ").

1388 AV: Death of Richter Masthoff, to become one of Eisen's most famous authors. The Eisen baronimprisoning him is deposed by a revolt, orchestrated by Richter from his prison cell through the use of codedwritings . Unfortunately, one of the baron's last acts is to have everyone in his dungeon killed, including Richter

Masthoff.

1389 AV: Battle of Razgrad.  Sultan Murakhan and his volatile oldest son, Bayazed, lead a Crescent army tovictory against rebels in the Empire's north-east. Death of Sultan Murakhan in the battle. He is succeeded byBayazed. Execution of Bayazed's uncle, alongside the rebel leaders. Despite being on the Sultan's side duringthe battle, he is accused of plotting to seize the throne for himself.

1391 AV: Death of Arleigh Hess, respected professor and a nun of the Vaticine Church. She calls for sweepingreform in the Church, and is arrested for heresy. Her trial begins in the morning, and she is burnt at the stakethat night.

1392 AV: Adoption of Andare del Casigula Rosa, age 11, into die Kreutzritter. Training is uneventful, apart froma number of dreams and visions he has indicating that he will lead a great crusade against evil.

1394 AV: First publication of 'Means to Ends'. Cristoforo Scarovese's book is immensely popular, becoming amainstay of Vodacce political thought.

circa 1400 AV: Hai Ping & the 'Bao Chuan'. Cathay assembles a mighty fleet of ships to explore the seas,contact other nations and open up trade. Central to this fleet are the ' Bao Chuan' (Treasure Ships), the largestand most seaworthy vessels in existance anywhere on Terra. Commanding this endeavour is Admiral Hai Ping,one of Cathay's most experienced mariners.

1400 AV: Bianco War. The Vaticine Church receives evidence that the wealthy Bianco family worship Legionand indulge in other sacreligious practices. The Vestini, an ambitious craftsman family, are granted permissionto destroy the Biancos once and for all.

Aided by the Inquisition, the Church Guard and die Kreutzritter; the Vestini attack the Bianco estates. TheBiancos use strange powers (unquestionably the result of Legion worship) to stave off this assault. KreutxritterAndare del Casigula Rosa rallies the Church forces and turns the tide of battle.

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Extinction of the Biancos. The last of the Bianco family are cornered in their central manse in the city ofQuattro Alle (later renamed Fontaine). The Inquisition tries them in absentia and finds all guilty of the blackestsins. Before any captures or arrests can be made, the Bianco manse erupts into an inferno. None of theBiancos escape.

Death of Andare del Casigula Rosa, soon after the fall of the Biancos. His body is entombed nearby, in the

chapel at St Ivo della Sapienza.The Vestini become a ruling house of Vodacce.

1402 AV: Gallegos's Folly. A fleet of ships sails westwards from San Cristobal, in search of new lands across theocean. Cristobal Gallegos, the expedition leader, vows to be the first Thean to circumnavigate the globe. Heand his entire fleet are never seen again. Upon hearing of Gallegos's endeavour, the Adventurer's Societyhurriedly launches its own attempt to circle the globe first. This expedition also disappears without trace.

1407 AV: In Vodacce, this year's Falisci wine is named ' Amore (Love) de Falisci '. Many connoisseurs say it is thefinest vintage ever produced anywhere.

1411 AV: Battle of Tannen / Destruction of the Kreutzritter.  The Black Crosses have risen from humblebeginnings to become a powerful and very wealthy order of knights. Hierophant Logan III condemns all of dieKreutzritter for heresy, citing proof of corruption and unholy practices. Imperator Arvid I gathers an army toenforce the Church edict, and destroys the entire Order in battle near their Tannen estate in Eisen.Considerable wealth (over 6 million Vodacce Senators worth) is seized. The only remnant of the Order tosurvive is 'The Hospital of the First Witness' in faraway Zafara.

1412 AV: Death of Cristoforo Scaravese, allegedly from food poisoning.

1413 AV: Death of King David II of Avalon. His sixteen year old son, David III, takes the throne and proves morethan equal to the challenge. Within five years he has unified Avalon and conquered part of Montaigne.

1414 AV: Death of Bayazed, Sultan of the Crescent Empire, of a wasting disease. With no strong successors,the Empire goes into decline.

1415 AV: Death of Manuel Chrysoloras. He is most famous for translating ancient manuscripts from Numan toother languages, notably Castillian and Avalon, thereby opening other nations to the Renaissance. Several of

his apprentices go on to become famous in their own right, including the reknowned artist-inventor LeonardoVinchenti.

1422 AV: First publication of 'The Encyclopedia of Demonology & Witchcraft ', written by Cardinal LeonardoVincenzo. Based largely on experience gained battling the Bianco family, this book remains the VaticineChurch's primary reference work on Legion worship and related subjects.

Death of King David III of Avalon. His ten year old son, David IV takes the throne, but political infightingimpedes his ability to reign.

1423 AV: The Vaticine Church sets out to catalog and verify all known Holy Relics. Major problems soon arise.Despite confirming that the Third Prophet's corpse is wholly intact in his tomb, investigators also locate 107 fingers of the Prophet in Castille alone. Rather than offend influential families, the Church quietly abandons

the project.1425 AV: Avalon relinquishes the last of its claims to Montaigne lands.

Battle of Lochcarn. Death of Malcolm II ("The Lion"), High King of the Highland Marches.

Coronation of Marches High King Kenneth, brother of Malcolm II.

Death of Marches High King Kenneth (also "Black Kenneth"); tried, condemned and hung by the Council of theClans for murdering his brother, King Malcolm II, at the Battle of Lochcarn. This sets an unusual precedent inHighland law, proving that no one is above justice in the land.

Coronation of Marches High King Iain ("The Solemn"), Malcolm II's son. He rules with wisdom and piety.

1429 AV:  Discovery of the island of Marcina, in the Midnight Archipelago, by Castillian explorer EstebanGuzman.

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circa 1432 AV: Hai Ping's Last Voyage.  After siz highly successful voyages of discovery, Admiral Hai Ping isordered to fully explore the 'Huo Zhi Zou Lon'g' (Corridors of Flame). He never returns, nor does most of hisfleet. Part of the fleet is forever trapped in the Corridors of Flame as the dreaded ' White Silk Fleet ', forevercursed after mutinying against their Admiral. The final fate of Hai Ping and the remainder of his fleet isunknown..

1438 AV: Invention of the printing press by Tobias Vogel, an Eisen monk.1440 AV: Discovery of large gold deposits on Marcina, by Castillian colonists.

1444 AV: Marriage of Mehmut ben Seliman, of the Ruzgar'Hala tribe, to the eldest daughter of the reigningSultan. Deeply impressed by the young man's qualities, the Sultan soon names him as heir. Upon becomingSultan, Mehmet (and his descendants) prove to be especially able rulers of the Crescent Empire.

1457 AV: Ordainment of Thomas Cranmer as Bishop of Camlann, in Avalon. Death of Thomas Cranmer, Bishopof Camlann. He is murdered after refusing to obey certain demands from his erstwhile friend, the Duke ofCamlann. Horrified by what has happened, the Duke has Cranmer honoured throughout the land, andsuccessfully campaigns to have him canonized.

1458 AV : Birth of GISLA ILSE VON REICHMOND. The daughter of an Eisen diplomat, who accompanies herfather in visits to foreign lands. Many times she duels with men who do not realize that she can fight as well asthem (if not better). She is still revered by many Eisen women as proof that being a woman does not meanbeing weak in combat.

circa 1470 AV: Sultan Mahamat II embarks on an ambitious program of redesign and beautification forIskandar, his capital city. It is to become the most beautiful city in the Crescent Empire and, arguably, theworld.

1478 AV: Death of Albert Tuttenberg. A low-ranking guardsman at the Stein, he gives his life to singlehandedlyfoil a pirate attack. A small memorial is built in his honour.

1479 AV:  Completion of Sousdal's 'Assumption Cathedral'.  Vodacce architect Presclau Fioravanti blendstraditional Ussuran styles with classical Vodacce proportions. The end result is acclaimed as an ideal of Ussuraniconic art.

1489 AV: Birth of Mathias Lieber, the founder of the Objectionist Movement.

1497 AV: Birth of JORGE ARGENTO. A reknowned Castillian swordsman, who masters every fighting style of hisnation known at the time; and who writes several books on swordfighting, the most notewothy being ' Los

Paradjos de Defensa' (The Paradoxes of Defense). Ferociously patriotic, he denigrates the styles of all othernations and conducts a famous debate via correspondance with Avalon swordsman Geoffrey Donovan.Surprisingly, Argento never duels, claiming that this cheapens the purity of his art. Instead, he concentrates onwriting and teaching.

1498 AV: Investigation of the Adventurer's Society by the Vaticine Church. Questions are raised as to whetherthe group's activities are heretical..

1499 AV: Adventurer's Society representative Lord Egan, Earl of Carroll, has an audience with Hierophant

Joaquin II. The Hieros Council chooses to drop their investigation of the Society, but also decides to neveragain support or sponsor their activities.

In Vodacce, this year's Falisci wine is named 'Ninnananna  (Lullaby) de Falisci '. Enemies of the Falisci poisonmuch of this wine at the source, so that drinking it is (at best) risky.

1501 AV: On the Vesten island of Grimstadd, an entire village starves to death after its 'jarl ' (warlord) takes allof their grain for his own warriors. Frustrated by constant neglect from the jarls (most of whom are onlyinterested in feasting and raiding), Vesten's underclasses ask the High King to call an althing (council / meeting)specifically for them.

1504 AV: Death of King Juan III ("The Great ") of Castille, from the White Plague. He is succeeded by his sicklyheir, Pedro II.

1504 AV: Birth of GEOFFREY DONOVAN. Master swordsman, creator of the Donovan swordsman school andauthor of ' A Treatise on Proper Defense'. For his entire life, he is a fervent Avalon nationalist who openly

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despises all of the 'foreign' rapier styles. Every foreign swordsmen Donovan ever meets is challenged by him toa duel. After retiring from duelling, he concentrates on teaching and manages to live to a ripe old age.

1506 AV: Death of King Pedro II ("The Infirm") of Castille. His wife, Queen Beatrix, assumes the throne until thebirth of their child.

Death of Queen Beatrix, in childbirth. The son, Prince Ramon V, survives.

Appointment of Don Armando Ramirez de Aldana, the late Queen's brother, as Regent of Castille until PrinceRamon comes of age.

1508 AV: Ordainment of Mathias Lieber in the Vaticine Church.

1513 AV: First publication of 'On The Wholeness Of Scripture', written by Mathias Lieber. The book contendsthat Theus is not just found in the world he created, but within the words mankind uses to express his will andtruths. The idea is radical, but one that the Church has no problem embracing.

Caligari-Villanova Feud. Vodacce Prince Aldo Caligara rashly brags that any true Delaga descendant cannot bedefeated when the family name is at stake. Guiseppi Villanova publicly shames.him into a wager and duel, inorder to prove this boast. Aldo is soundly defeated, thereby compelling his family to change name fromCaligara to Caligari. Their rightful heritage denied, the Caligaris have borne a deep grudge against the

Villanovas ever since.

1514 AV: The Adventurer's Society assembles an expedition for Cathay. The ship departs from the port ofDionna, against the wishes of the Vaticine Church.

1516 AV: Carls' Council.  Establishment of a ruling council of Vesten's carls and thralls, in the city ofKirkjubaejarklauster. It soon becomes a "day-to-day" central government for the Vesten nation.

Imperator Franz II of Eisen reaches an agreement with the Carls' Council. In exchange for protection against jarl retribution, the Imperator is granted a permanent seat on their council.

Appalled by the sudden turn of events, Vesten's High King orders the Carls' Council to disband. However, theImperator's troops prove more than a match for those few warriors that can be mustered at short notice. TheHigh King finally concedes the council's legitimacy, provided they continue to recognize his authority.

Leotano Vinchenti updates the 'Cuore Governo' (Heart of the State) building in the Vodacce city of Guarre dePuertofino. His beloved dies during this work, so the main entrance is subsequently marked with a smallplaque reading "For my lost Rachele" . The building is still known as 'The Rachele', and is said to be a testamentto love.

1517 AV: 'Lieber's List ' / OBJECTIONIST MOVEMENT. Mathias Lieber compiles a list of ninety-five questionsconcerning practices and doctrines of the Vaticine Church, which he then nails to his Bishop's door. Intendedto incite debate and eventual reform, these questions are widely distributed within days. Church officialsaccuse Lieber of heresy.

Return of the Adventurer's Society's Cathayan Expedition to Thean waters. Unfortunately, the ship arrives inPorta Spatia at the height of a White Plague outbreak. None of the expedition survive, and everything broughtback is lost.

Coronation of King Ramon V ("The Boy King"), at the age of eleven. He is remembered as one of Castille'swisest and most benevolent rulers.

1518 AV: Official condemnation of Lieber's teachings, by Hierophant Leto VIII.

Trial of Mathias Lieber. Lieber is summoned to Vaticine City, to appear before the Diet. A three day debatewith Cardinal Thomas Chandler ends with Lieber excommunicated and condemned to death.

Mathias Lieber is rescued from his cell by several knights sent by his friend, Imperator Franz II of Eisen.Lieber.goes into hiding in Eisen and, during the next few months, translates all of the Book of the Prophetsfrom Thean into common Eisen. He also puts his personal theology to paper in a journal later published as'Lieber's Book '.

The Hierophant learns of Eisen complicity in Lieber's escape, and demands Lieber's return. The Imperator

refuses and, given Eisen's military strength, the Hierophant has no choice but to back down.

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1521 AV:  Birth of MARIE-LOUISA DU MONTROSE. Born a peasant, she rises to become one of Montaigne'smost famous (or notorious) courtesans. She marries four times; wins and loses several fortunes; gains thefavour of kings and travels much of Theah. Later years are spent on her Charouse estate; where she writes hermemoirs, conducts various liaisons, does charitable work and is viewed with horrified fascination by most ofthe Montaigne court. Of her five children; one enters the priesthood, one becomes a successful pirate, oneelopes with a Tibesti and the remaining two marry well.

1525 AV: The Vaticine Church's Hieros Council officially declares Objectionism to be heretical.

circa 1526 AV: Creation of the Durchsetzungburg swordsman school, by students and faculty of Eisen'sDurchsetzungburg University.

1526 AV: King Ramon V ("The Boy King") finally receives the title of 'Rex Castillium' from the Hieros Council,granting him full authority over his realm.

1527 AV: Henry IV of Camlann (also "The Bloody Boar ") plots the assassination of Richard Lovaine, his foremostrival for the throne of Avalon. This conspiracy is revealed by one Albert MacCormick, who discovers the directinvolvement of Lord Devin Johns, a fellow member of the Adventurer's Society.

Death of Lord Devin Johns, tried and executed for treason.

Support for Lovaine increases dramatically. Open civil war ensues in Avalon.

Death of Albert MacCormick, from injuries sustained in a hunting expedition.

1528 AV: VENDEL. Vesten's carls change their nation's name from Vestenmannavnjar to Vendel. The alterationis justified as much easier for everyone (especially foreigners) to pronounce, with other names soon beingshortened as well. Traditionalists are infuriated, seeing this as dishonouring their ancestors and history. Therift between old and new deepens.

1531 AV: Battle of Bedgrave. Death of Henry IV of Camlann. Despite brilliant tactics, his army is defeated andhe is killed by Richard Lovaine, who is crowned King Richard II of Avalon.

1534 AV: Avalon invades Inismore.

1535 AV: Publication of 'The Graal ', a collection of traditional (and formerly illegal) Avalonian stories.

1541 AV: Avalon crushes the last remnants of Inish resistance, and imposes its rule over the entire island.

1546 AV:  Birth of Vincenzo Caligari, future Prince of Vodacce's Caligari family, and notoriously long-lived artifact collector.

1547 AV: 'Coup de Jarnac '. Montaigne nobles Franciois de Vivonne and Guy de Jarnac duel over an exchangeof insults. Vivonne is the King's champion and considered the better swordsman, but the more popular Jarnacdefeats him with a single swift cut across the back of one knee. This type of attack is immortalized as the ' coup

de Jarnac'.

Death of Eindridi Utterson, High King of the Vestenmannvnjar. Selection of warrior Ulf Hovsgaard to be thenew High King of the Vestenmannvnjar. He is known to openly despise the Vendel.

1548 AV: Unhappy about the defeat of his champion the previous year, King Herold II du Montaigne bans bothduelling and trial by combat. Nobles begin hosting illegal duels, which the King chooses to ignore.

1549 AV: First publication of ' A Treatise on Proper Defense', written by Geoffrey Donovan.

1552 AV:  Cardinal Alfonso Ordunez writes a report on the overcrowded and inhumane state of Castille'sprisons. He proposes that a completely new type of prison be built on an island.

1554 AV: Retirement of master swordsman Geoffrey Donovan from duelling, due mainly to advancing age.

1561 AV: Deeply impressed by Cardinal Ordunez's ideas, Castille's King Felipe II (“The Proud ”) decrees that a

prison be built on La Palabra de Dios, an island just south-east of Castille. This prison will have no guards orwalls - prisoners will have all they need to survive, but otherwise be left to their own devices. Cardinal Ordunezreasons " ... Perhaps if they are forced to build their own civilization, they will grow to appreciate its blessings

... ".

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1563 AV: Completion of the prison on La Palabra de Dios. Within a month of opening, half of the prisonershave been rescued by pirates seeking new recruits. The remaining prisoners form several "tribes" that spendmost of the time warring with each other.

The Vaticine Church calls for art that "  ... instructs and cultivates piety ... ". The so-called Baroque style is oneresult. A number of artists rise to prominence.

1565 AV: Disappearance of the High King. The Vendel are barred from a vital trade port in Montaigne, withseveral of their ships docked there being seized. The Council and High King Ulf Hovsgaard bitterly argue over aresponse - they want to use Eisen mercenaries, and he wants to send his finest jarls to destroy that city. TheHigh King's warriors attack without the council's permission, only to be wiped out by the Montaigne. Eisenmercenaries hired by the council finally resolve the matter without firing a single shot. The High Kingdisappears from Thingvallvatn shortly afterwards, never to be seen again.

1569 AV: Death of master swordsman Geoffrey Donovan. Unlike a great many duellists, he dies peacefully inbed

1570 AV: The Firework Dam. In Montaigne, work begins on a dam that will provide the King with a new fishinglake. Saboteurs conceal a quantity of gunpowder in the dam's foundations, which is detonated during theopening ceremony. The explosion and ensuing mayhem destroys the dam, kills three of the King's entourage,

floods a noble's entire estate and showers forty tons of debris over several miles in all directions. FrancoisGoddard du Rachitisse, the saboteurs' leader and a self-styled 'Rilasciare' , becomes the most wanted man inTheah.

1571 AV: Crescent pirates unsuccessfully attack the Bernoulli island of Amozare.

'La Bucca'. Walls and fortifications are completed around La Palabra de Dios, to prevent further escapes oroutside interference. The prison is soon nicknamed 'La Bucca', for the smoked pork produced there for export.

1572 AV: Battle of Marcina. On the island of Marcina, Castillian colonists and the hostile Urub tribe wage aweek-long battle. The colonists claim a great victory but both sides survive and retain control of their lands,suggesting more of a draw.

Construction of 'La Murulla de Urub'. Castille builds a chain of fortresses, separating Urub lands from the rest

of Marcina.1574 AV: Death of the Sultan of the Crescent Empire, without issue. The Council of Tribes selects a member ofthe Kurta-Kir tribe to be the new Sultan.

1582 AV: A Vaticine Church delegation, led by Father Ricardo Mateus, visits Cathay. The group has an audiencewith the nation's Celestial Emperor.

1585 AV: The Hierophant employs scholar Cameron MacCormick (great-grandson of Adventurer's Societymember Albert MacCormick) to research and trace the travels of the Prophets.

1587 AV:  For the first time, Vaticine records refer to the Objectionists as being a church in their own right,rather than as heretics.

Coronation of Eisen Imperator Weiss III (also "Weiss The Great "). Escalating Vaticine-Objectionist hostilities

have pushed the Iron Nation to the verge of civil war, but Weiss successfully defuses this by decreeing freedomfrom religious persecution in his realm.

Discoverer's Society. Whilst examining a battlefield of the Hieros War, Cameron MacCormick uncovers thefirst known evidence of the ancient Thalusai race. He and five associates decide to pool knowledge andresources to unravel this new mystery.

1589 AV: Allario Caligari, a founder (and major financial supporter) of the Discoverer's Society, is caught sellingartifacts stolen from Society excavations. He is expelled from the Society which, in consequence, loses fundingand many artifacts ("re-claimed" by the Caligari family and its allies). Remaining members of the Society aredogged by ill-fortune hereafter.

Death of Marie-Louisa du Montrose, reknowned Montaigne courtesan. Mourners at her funeral iinclude manypeople who benefitted from her charity, as well as Montaigne's King and dignitaries from several othernations.

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1590 AV: Publication of 'La Chateau du Montrose', the complete memoirs of the late Marie-Louisa duMontrose. The six volume work proves immensely popular. It also triggers several major scandals in Montaigneand elsewhere.

circa 1591 AV: Deacon Johann Adamus von Bell, an Eisen Objectionist obsessed with timepieces, arrives inCathay. Despite barriers of language and culture, he does manage to study the Cathayan lunar calendar - and

even locate a few minor errors.1593 AV: Creation of the Valroux style of swordfighting, by Francois Valroux du Martise. The school isproclaimed illegal in Montaigne, but proves to be popular regardless.

Montaigne's King Leon XII and Eisen Imperator Siegfried II quarrel. Their nations go to war.

Battle of Lierre-Vallee. 'Die Grenzeruaeber ', one of Eisen's elite military units, penetrates deep into Montaigneterritory and heads for the town of 'Lierre-Vallee'   (The Valley of Lilies), where King Leon is encamped. Thenewly-raised 3rd Musketeer Company blocks, attacks and eventually drives off the larger Eisen force.

Montaigne Musketeers.  In honour of their valour, King Leon forms the survivors of the 3rd MusketeerCompany into the Montaigne Musketeers. They are charged by decree with the protection of the ruler and thepeople of Montaigne. A flood of patriotic volunteers quickly swell the Musketeers' ranks.

Appointment of the original company's ranking officer, one Francois Duarte de Levignac, as the leader of theMusketeers. The King and he work together to set out the new organization's Code and Oath.

A violent quarrel between Levignac and General Praisse du Rachetisse forces the Musketeers to seek resourcesand future recruits from outside of the army.

Three masters of the illicit Valroux style (one of them General Praisse du Rachetisse's nephew!) offer theirservices in training Musketeer recruits, and are welcomed.

Canonization of Valeria of Marcina. She becomes the Vaticine Church's patron saint of sugar cane.

1594 AV: Montaigne's Musketeers march into Charouse for the first time. By the King's order, their spaciousnew barracks include an academy for scholarship and legal studies. These buildings are soon widely known as"Montaigne's Pride".

1597 AV:  Death of Andrew MacCormick (older brother of Cameron), and of Lord Stephen Johns II (of theAdventurer's Society). Both men perish on Montaigne's 'L'il du Bete' (Island of Beasts), in the same huntingaccident. With the death of his brother, Cameron MacCormick inherits the family estates. Obligations forcehim to withdraw from the Discoverer's Society, which is effectively disbanded.

1598 AV:  Explorer's Society. Cameron MacCormick converts his ancestral home into the headquarters of anew organization, with similar goals to the now-defunct Discoverer's Society.

Arrest of Jenny Malone, a young prostitute, for the murder of an abusive customer. The court finds her notguilty, making Avalon the first nation of Theah to legally recognize self-defence as a Creator-given right.

Jenny's Guild. With much popular support, Jenny Malone begins organizing Avalon's prostitutes into a Guild oftheir own.

1600 AV: La Bucca's First Revolt. Death of over nine-tenths of La Bucca' s prisoners, and a third of their guards,die in an unsuccessful uprising. Ordunez's experiment is labelled a dismal failure, and the prison becomes adumping ground for those deemed unfit to live amywhere else.

VENDEL LEAGUE. Vendel establishes a guild system which, in effect, becomes their government. Tradeflourishes, and the League soon challenges Vodacce's position as Theah's leading economic power.

Arrival in Cathay of several astronomers from different parts of Theah, seeking to learn from the Cathayans.There is some minor success, but the newcomers soon come under threat and are forced to flee the country.

Wu Dynasty.  These rulers succeed the crumbling Ming dynasty relatively peacefully. They strive to reformCathay's massive bureaucracy, and to improve relations with other nations.

1605 AV: Shipwreck on the island of Alvara, in the Thalusian island group. The sole survivor, a Vodacce known

only as Leon, becomes the first human to set foot there. He writes a detailed journal about the island'snumerous hazards, which he leaves behind when escaping the island for an unknown fate.

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Battle of the King's Guards.  Ill-feeling between Montaigne's Lightning Guard and Musketeers erupts into amajor public brawl causing numerous injuries, considerable property damage and the deaths of twoMusketeers.

Lightning Guard Captain Lucien du Montaigne, convinced that the Musketeers plan to kill him, sends hirelingsladen with gunpowder to destroy all of Montaigne's Pride (along with a sizable piece of Charouse).

Fortunately, this plot is uncovered before any damage can be done, and the hirelings soon confess.Death of Lucien du Montaigne, former Captain of the Lightning Guard. He is the first member of Montaigne'sRoyal Family to be executed in over three centuries.

To prevent future "incidents", King Leon XIII decrees that the duty of the Musketeers is to protect Montaigneand its people, and the duty of the Lightning Guard is to protect the King.

1606 AV: Birth of DON MILLANO RIOS DEL ALDANA. A reknowned Castillian swordsman, who becomes aMaster at age 16. He is one of several nobles credited with successfully revitalizing the Aldana swordsmanschool.

1608 AV: Invention of the microscope, in Vendel.

1610 AV: "Mapping" of the human body, by Caspar Gallus.

Execution of two nobles for illegal duelling, by order of King Leon XIII du Montaigne - the only Thean monarchever to do so. The large crowd at the execution very nearly riots in support of the "criminals".

Birth of Prince Leon XIV, heir to the Montaigne throne.

1613 AV: Knights of the Rose & Cross.  Mysteriously distributed pamphlets in Montaigne, Eisen and Castilleproclaim the existance of a previously unknown group called " ... The Knightly Order of the Rose & Cross ... " .The Inquisition is unable to discover anything further, and the Hierophant openly demands that "  ... the men of

the Rose & Cross make themselves and their intentions plain ... ". There is no immediate response.

1614 AV: Coronation of Richard IV, King of Avalon. He is a staunch supporter of the Vaticine Church.

The Jenny's Guild receives a Chair in the Vendel League.

Three men wearing the Seal of the Rose & Cross foil an assassination attempt against a Montaigne cardinal.They then flee before anyone can recognize or question them.

Six men wearing the Seal of the Rose & Cross save a Castillian princess from kidnappers. Afterwards, therescuers escape.

A man wearing the Seal of the Rose & Cross rescues a Vendel merchant from a burning building. He alsoevades questioning and vanishes.

1615 AV: One hundred and fifty men and women of high station openly identify themselves as members of'The Knightly Order of the Rose & Cross'. Included in this number are the Hierophant's high advisor, the firstdaughter of the King of Montaigne, the heir-designate of the Vestini family and two senior members of theAdventurer's Society.

1617 AV: Declaration by the Hierophant that the Knights of the Rose & Cross are " ... official servants of the

Church, and Makers of Justice ...".

1620 AV: Royal Fraternity for Scientific Minds. Avalon scientist Jeremy Cook is the founder of thisorganization, dedicated to scientific research.

Birth of Magnus Desaux du Montaigne, founder of the Swordsman's Guild.

1621 AV: Death of King Alfonso III ("The Prudent ") of Castille. He is succeeded by his son, Salvador I.

1622 AV: CHURCH OF AVALON. Desperate for a male heir, and after the Vaticine Church rejects his petition fordivorce, Richard IV of Avalon passes the 'Act Of Supremacy'. He thus becomes the head of an independantAvalon Church, which conveniently grants him permission to divorce and remarry.

The Camille Regency. Death of King Leon XIII du Montaigne. For the next six years, until son and heir Prince

Leon XIV comes of age, Montaigne will be ruled by Queen Camille du Montaigne and Cardinal Maurice

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d’Argeneau. It is a time of repressive laws and heavy taxation, with the overturning of many reforms made byprevious monarchs.

Admiral Alisse Praisse du Rachetisse is sent to Vraisse, with orders to rid the wealthy Montaigne port of itspirate problem..

1623 AV:  The Lefarge Treason. Sebastien Lefarge, Captain of the Musketeers, attempts a coup against the

Montaigne throne. He is arrested by several of his own men, then tried and condemned for treason.

Appointment of Christine Valroux du Martise, leader of the group that deposed Lefarge, as the new Captain ofMusketeers.

1624 AV: Birth of Miles Donovan, son of swordmaster Oolac Donovan, great great grandson of GeoffreyDonovan, and a founder of the Swordsman's Guild.

1625 AV: In Vodacce, the Falisci family's grape harvest is atrociously bad this year. As a jest, the resulting"wine" is bottled and sold as 'Montaigne de Falisci '. Due to subsequent efforts of patriotic Montaigne toacquire and destroy every bottle of this vile stuff, it quickly becomes the rarest (and most valuable!) of allFalisci wines.

1625 AV: Birth of GOGIL ANTON ISAAKOVICH. A Ussuran noble, notorious at court for his gambling, carousing

and romantic escapades. In one famous duel, he loses his right eye, upon which he tells his opponent, " ... Ifyou do that one more time, I'll never look at you again ...  ".

1627 AV: Disappearance of an expedition led by Darius Olaf, one of the Explorer Society's most experiencedmembers.

Birth of Alcide Mondavi, heir to Vodacce's Mondavi princedom. His father builds a triumphal arch to celebrate.

1628 AV: End of 'The Camille Regency'. Coronation of King Leon XIV du Montaigne, at age eighteen.Embittered by years of mistreatment, he promptly banishes his mother to a remote country estate for the restof her life. Cardinal d'Argeneau remains at court, but without any influence. Despite hopes that the new Kingwill soon ease the burdens of the common people, this proves not to be the case.

Admiral Alisse Praisse du Rachetisse comes under pressure from his superiors, after five years of pirate-chasing

has left him empty-handed and the port of Vraisse no better off. Finally, in desperation, he resorts to anunorthodox use of Porte. A Porte-blooded arrow is fired into the pirate ship, and then a large boarding partypassed through a portal to it. Something goes horribly wrong. When they appear on the pirate ship, the fiftyboarders have become monsters. In the ensuing battle, that ship is destroyed, along with all onboard, but theMontaigne port has been cursed ever since. Mysterious shipwrecks and other strange happenings lead to mostsailors, from now on, shunning those waters.

circa 1629 AV: Birth of Wu Shang Fon, future Empress of Cathay.

1629 AV: Castille's national Ajedrez competition is won, for the first time, by a native of Marcina.

1630 AV: Death of Queen Camille du Montaigne. Her last words are to curse her son, King Leon XIV, vowingthat he will never have any sons of his own.

1631 AV: Marriage of King Leon XIV du Montaigne to Estelle, a commoner. Many nobles oppose the marriage,thus destabilizing his reign.

Lester Peecke, of Avalon, demonstrates his skill with the quarterstaff by soundly defeating three swordsmen atMontaigne's Royal Court. Because of the ill-feeling this causes, he makes a hurried return to Avalon.

Death of High King William ("The Holy "), the first ruler of the Highland Marches to be openly Objectionist. Hisson, Robert V, takes the throne.

1632 AV: Tubingen duelling becomes popular in Eisen. Named for the southern town where it began, thefighting style emphasises withstanding pain, rather than matters of skill.

Birth of Faulk Fischler, the son of an Eisen fisherman - and future Eisenfurst of the Fischler konigreich.

Birth of Vladimir Goroduk Drakov v'Pietrov. His father, Drako Goroduk Stanimirov v'Petrov, Knias of Molhyna,

is said by some to be the cruellest ruler in Molhyna's history.

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1634 AV: Creation of the Robertson swordfighting school, by David Robertson. He successfully combineselements of Avalon's Donovan and Castille's Torres schools, to create a new fighting style using rapier andcloak.

1636 AV: Death of Imperator Weiss III. His cousin Reifenstahl, a devout and outspoken Vaticine, becomes thenew Imperator of Eisen.

War of the Cross. Fearing Reifenstahl's rule, Objectionists in southern Eisen revolt, only to be quickly defeatedby General Stauss's army.

1637 AV: Last Battle of The Stein. Well-known leader Stefano Wulf commands a "volunteer" Objectionist armythat invades northern Eisen from Vendel. Their surprise capture of the Stein is a major setback for thepreviously superior Vaticine forces.

Death of General Helmut Stauss, one of Eisen's most experienced and respected military leaders. Afterredeploying his army northwards to face Wulf, Stauss is assassinated at his country estate before battle can be joined. General Dehmer takes command of Eisen's Vaticine forces.

Birth of Timur al'Aslan Cihangir, future Sultan of the Crescent Empire. His birth is marked by a she-wolfsneaking into his family's tent and birthing a cub at the same time. Ancient prophecies about this indicate thatTimur will be the greatest ruler in Crescent history.

1638 AV: General Dehmer proves to be incompetent. His larger army starts blundering all over Eisen, doggedlypursuing Wulf's Objectionists, yet out-maneuvered and out-fought by them at every turn.

Disappearance of the famous Captain Philip Gosse and his 'Gentlemen Pirates'. They retire from piracy to anuncharted island paradise, somewhere in the western ocean.

Birth of Donello Falisci, heir to Vodacce's Falisci princedom. In celebration, his proud parents name that year'swine 'Festa (Holiday) de Falisci '.

1639 AV: Death of Cameron MacCormick, founder of both the Discoverer's Society and the Explorer's Society.

Foundation of the Alchemist's Guild, in the Vendel League.

Revival of the Aldana School. Development of an updated form of the Aldana swordfighting school, by Don

Millano Rios del Aldana and others. It proves extremely popular, and is credited with revitalizing the previouslyfading school.

Don Julian Rivera del Rios publicly accuses Don Millano of having stolen his ideas for Aldana. He makes anumber of attacks against Don Millano's holdings, which results in him being outlawed.

Disappearance of Don Julian Rivera del Rios. His accusations about the Aldana family remain a subject forsome gossip.

General Wulf's army finally retreats from the Stein, leaving it in ruins.

Death of Queen Estelle du Montaigne. She has borne her husband five daughters and no sons. The bereavedKing has all of the doctors who attended her executed.

Birth of Fauner Konrad Posen, heir to the Posen konigreich.

1640 AV: First known appearance of the fanatical corsair Kheired-Din.

Marriage of King Leon XIV du Montaigne to Princess Rosa Velasquez de Sandoval of Castille.

1642 AV: Ordainment of Esteban Verdugo as a priest of the Vaticine Church.

Birth of Valentina Vestini (future wife of Prince Giovanni Villanova of Vodacce).

Death of Lester Peecke. Despite his fame, he refused to teach his quarterstaff fighting methods to others.There are no known students or heirs.

Death of Robert V, High King of the Highland Marches, from the White Plague. He is succeeded by his 11 yearold son, James II.

1643 AV: Birth of Katerina Fischler, younger sister of future Eisenfurst Faulk Fischler and future wife of GaiusIlya Sladivgorod Nikolovich of Ussura.

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The Great Duel. Famed Castillian swordsmen Manuel Salvador de Aldana and Antonio Rodriguez de Gallegosduel, to settle once and for all (for the benefit of their students) which of their respective fighting styles is thesuperior. They agree to fight until first blood, with ten minute breaks every hour, but end up battling fortwenty hours without any blood being drawn. Eventually, a blister on Antonio's hand bursts and, on that basis,the two elderly masters mutually decide that honour has been satisfied. They end the duel, and retire to townfor a drink together.

1644 AV: Swordsman's Guild.  Master swordsmen Magnus Desaux du Montaigne, Linnae Knute and MilesDonovan establish a guild to regulate duelling and oversee the interests of professional swordsmenthroughout Theah. Support is gained from the Vendel league and the monarchs of Avalon, Montaigne, Eisen,Castille and the Highland Marches.

When granting his acceptance of the Swordsman's Guild, King Leon XIV du Montaigne also legalizes theValroux swordfighting school. Practitioners of the style have grown to include several of his own relatives, aswell as much of the Lightning Guard and the Musketeers.

Members of the Torres swordfighting school decide against joining the Swordsman's Guild. They reconsidersoon enough, but it is more than twenty years before the school finally receives Guild sanction.

1645 AV: Marriage of Gaius Nicholai of Ussura to Chevaliene Rois et Reines of Montaigne.

Appointment of Esteban Verdugo as High Inquisitor and Bishop.

Death of Queen Rosa Velasquez du Montaigne. She has borne King Leon three daughters and no sons. Hersudden death and seemingly rushed burial in Montaigne raises suspicions in Castille. Relations between thetwo nations sour.

1646 AV: Disappearance of Elaine, an Avalon noblewoman, from her wedding. The great druid, Derwyddon,confronts her at the altar and removes her to a place unknown.

1647 AV: Marriage of King Leon XIV du Montaigne to Morella Caligari, a Fate Witch of Vodacce.

1648 AV: Kheired-Din makes his first known raid on western Theah. His corsairs attack several coastal towns,taking many citizens as slaves for his galleys.

Birth of Dominique du Montaigne, the ninth (and last) daughter of King Leon XIV.Disappearance of Silan, the head of Ussura's Bogatyr school.

circa 1649 AV: Coronation of Wu Shang Fon as Empress of Cathay. She is comparitively young - and only thesecond woman to ever rule this nation.

1649 AV: Discovery of a previously unknown dracheneisen deposit near Eisen's Sudlache, by fisherman FaulkFischler. In keeping with tradition, Imperator Reifenstahl makes him an Eisenfurst. Given the strains of theongoing War of the Cross, taking large areas of land from other previously loyal Eisenfursts to create this newbarony alienates the Imperator even further.

Birth of Ilya Sladivgorod Nikolovich, only child of Gaius Nikolai of Ussura and Chevaliene Rois et Reines. It iswhispered that Ilya's parents somehow trick Matushka into a promise that he will be the next Gaius, against alltradition.

1650 AV: Inish Uprising.  The Inish revolt against Avalon rule, with backing from Montaigne. Fifteen Avalonlords are assassinated within the first month. Numerous priests and churches are burned.

1651 AV: Return of The O'Bannon II.  Inismore's Fal Stone weeps and sings, marking the return of TheO'Bannon. Under his leadership, the war with Avalon shifts even more strongly in Inismore's favour.

1652 AV: Death of David Robertson, creator of the Robertson swordfighting school. He is killed in an illegalduel with a Donovan swordsman. His assistant, Jack Webster, takes over leadership of the school but refusesto change its name.

Death of the Grand High Inquisitor, head of the Vaticine Inquisition. Esteban Verdugo is chosen as successor.

Declaration by Grand High Inquisitor Esteban Verdugo that the new scientific principles of Empiricism are

heretical.Birth of Prince Salvador Bejarano de Sandoval. He is second in line to the Castillian throne.

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1653 AV: Giovanni Villanova kills a fellow Swordsman in an illegal duel. The Swordsman's Guild sends ten'Razors' (Guild enforcers) to deliver justice. None of these master swordsmen are ever seen again. Every yearhereafter, Villanova sends a piece of one of them to the Guild, as a reminder.

Appointment of Martin du Huet as 'Master of the Hunt', by King Leon XIV. The title includes responsibility forthe hunting ground of L'il du Bete.

The Swordsman's Guild tests and offically sanctions the Andrews School.

1654 AV: John Harmond, a one-legged swordsman, fights four separate duels in one morning. He wins themall, without getting as much as a scratch.

Creation of the Ambrogia swordsman school by Veronica Ambrogia, a reknowned Vodacce courtesan.

Death of Margaret, the "Iron Queen" of Avalon. She leaves no heir. Civil war ensues.

The Highland Marches declare their independance from Avalon.

1656 AV: Foundation of Theah's first newspaper, 'The Steinhalt Gazette'.

Return of The Graal. Elaine returns from an unexplained ten year absence, bearing the long-lost Graal. Byvirtue of this, and through being a previously unknown daughter of Richard IV, she claims the throne of

Avalon. With most of Avalon rallying to her side, the civil war is soon over.

Mad Jack O'Bannon calls a cease-fire in Inismore's war with Avalon.

Death of Tuqo Al'Ramar, High Priest of the Crescent Empire, after a long illness. His decrees had becomeerratic (and particularly strict) in recent years so, despite the great respect he commanded, there is some reliefabout his demise. The successor is his protege, Farat Al'Agzlik.

Jasper Peecke, grandson of Lester Peecke, begins teaching the Peecke Quarterstaff School to others.

Selection of Vincent Bernadore to be the new head of the Explorer's Society, succeeding Edwina Coleson.

Formal betrothal of Katerina Fischler, sister of Eisenfurst Faulk Fischler, to Ilya Sladivgorod Nikolovich, heir toUssura's throne. She is 13 years old, he is 7. Terms of the engagement include a trade agreement between theFischler konigreich and Ussura.

The Adventurer's Society dispatches an expedition into the Crescent Empire, led by Jack McNitt. His policy oflearning and (where possible) adopting local customs earns him considerable respect, and is a major factor inthat expedition's success.

1657 AV: With the admission of Ravenild Hibbott as irs first female member, 'The Royal Fraternity for ScientificMinds' changes name to become 'The Royal Association for Scientific Minds'.

The Swordsman's Guild tests and officially sanctions the Robertson School.

Foundation of 'la Universidad de Arciniega' in Castille, by wealthy scholar Alvara Arciniega.

1658 AV: Death of Gaius Nikolai of Ussura and his wife Chevaliene. When skating on the iced-over EkaterinaRiver one night, both fall through the ice and drown. The hair of their 9 year old son, Ilya, turns white thatsame night, marking him as the new Gaius. His upbringing (and the rule of Ussura) are taken over by two of theKnias Douma - Markov v'Novgorov and Drakov v'Pietrov.

Coronation of Elaine, Queen of Avalon. The High Kings of Inismore and the Highland Marches both swearallegiance to her. The three realms unite to become the Triple Kingdom.

Death of Haakon Vils, Vendel's Guildmaster of Sailors. His successor is Allen Trel, who advocates improvedrelations with the Vesten.

Death of Don Millano Rios del Aldana, of natural causes. He was the last survivor of the group credited withreviving the Aldana swordsman school. His son, Don Francisco Guzman del Aldana, becomes the new Masterof Aldana.

The Swordsman's Guild tests and officially sanctions the Villanova swordsman school, after swordmasterNicodemo Villanova successfully (and unexpectedly!) applies for its acceptance. Why his Prince, Giovanni

Villanova, tolerates this (and allows Nicodemo to live!) continues to mystify many.

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In the aftermath of the Armada disaster, the Orduno family (previously regarded as Castille's premier sailors)are disgraced and relegated to minor posts.

Appointment of Prince Javier Sandoval, heir to the Castillian throne, as Admiral of the Navy. He works torestore Castille's naval supremacy through an ambitious program of reform, innovation and expansion.

Re-dedication of 'Crieux House', a Chapter house of the Rose & Cross. Huge donations from the Allais familyhave made it the Order's biggest and most splendid Chapter House, and the third largest house in all of Theah.

Construction of a pencil factory in Castille. It is Theah's first known use of the "assembly line" concept.

First publication of 'The Rational Chemist ', written by Jeremy Cook. The controversial book denounces the oldpractices of Alchemy and advocates the new science of Empiricism. Excommunication of Jeremy Cook from theVaticine Church.

Foundation of the Steil Academy by Oskar Steil, a cousin of Imperator Reifenstahl. His school emphasizesexemplary leadership and inspiring personal loyalty in one's followers. This is markedly different from the

detached (and, perhaps, more ruthless) principles of the well-known Unabwendbar school.

Creation of the Snedig swordsman school by Vendel surgeon Tor Snedig. His new style combines elements ofthe Leegstra school with detailed anatomical knowledge and the use of a rapier.

At the urging of Lord Ryefellow, Avalon scholars begin studying air pollution and its effect on health.

Denunciation of the humor theory of the human body, by Vendel physician Franz Deleboe. Death of FranzDeleboe, kidnapped and burned at the stake by persons unknown.

Invention of the air pump, by Jeremy Cook. Death of Jeremy Cook, Avalon scientist and inventor, murdered bythe Inquisition. His discoveries are preserved by the Invisible College.

Publication of 'Nouvelles Montaigne', written by Lucien Sices. A collection of short historical stories set in thearena of a princely court, the book is very popular. It also inspires other "historical novels".

A servant accuses Cardinal Erika Durkheim of consorting with demons. She is interrogated by the Inquisitionfor three days, before being acquitted. The Inquisition publicly apologizes to Cardinal Durkheim.

Invention of a device that produces static electricity from a rotating globe of sulphur, by Castillian scholarMaria Alverado.

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Appointment of Pedro de Avila as 'gubenador ' (governor) of the Castillian colony of Marcina.

Coronation of Timur al'Aslan Cihangir as Sultan of the Crescent Empire.Retirement of Madame Kaatje Fanse, Vendel's Guildmistress of Jennys. Her protege, Lorraine Weller, is namedsuccessor.

Death of Knias Drakov Goroduk Stanimirov v'Pietrov, the cruellest and evillest man ever to rule Molhyna. He issucceeded by his son Vladimir who, against all odds, seems both sane and compassionate. Vladimir repealsmany of his father's decrees; and disbands the 'Oprechnina' (Blackness of Hell), his father's dreadedguardsmen. Responsibility for "care" of the young Gaius Illya is now borne solely by Knias Markov v'Novgorovof Rurik.

Introduction of Vendel's 'Guilder'. The new currency proves to be extraordinarily successful.

Death of King Salvador I of Castille, after a long illness. His elder son, Prince Javier Sandoval, becomes Regent.

Resignation of Pedro de Avila, gubenador of Marcina, amid accusations of corruption and treasonous conduct.Appointment of Maria Suarez, of mixed Castillian-Marcinan parentage, as "temporary" gubenador of Marcina.

Disappearance of Prince Javier from his rooms in Castille's Royal Palace. Thorough searches of the Palace andthe rest of the city give no indication as to what has become of him. Very highly regarded, Javier was expectedto take the Castillian throne unopposed.

Retirement of Red, Master of Vendel's Usury Guild, after nearly sixty years service. As architect of the Guilder's

rise, he is considered most responsible for the Vendel League's extraordinary economic success. He namesGunther Soloman as his successor.

Completion of 'Le Chateau du Soleil ' (The Palace of the Sun). Montaigne's vast new royal palace has lavishaccomodation for the Royal Family and several hundred courtiers, a ballroom that can hold four hundreddancers at once, six separate gardens, twenty fountains, three hedge mazes and a wine cellar with over twoacres of space. King Leon and his daughters move in immediately. The Old Palace is converted for use byforeign dignitaries.

King Leon XIV openly defies the Vaticine Church by revealing that he is a sorcerer, stating an intention toopenly use his magic and by offering refuge in Montaigne to other sorcerers.

Discovery of the 'Setines', a previously unknown Syrneth race, in an area around the Castille-Vodacce border.As it turns out, several examples of their skeletons and technology have previously been found but

misidentified.

Dedication of 'Carleon House', a Chapter house of the Rose & Cross, in Avalon.

Completion of repairs to the Stein. Nicklaus Trague names his new barony 'Freiburg' (Free City). 'The Steinhalt

Gazette' newspaper changes its name to 'The Freiburg Gazette'.

Death of Magnus Desaux du Montaigne, in a duel. His seat in the Swordsman's Guild is imherited by his only

son, Frantz Desaux du Montaigne.The Swordsman's Guild tests and officially sanctions the Snedig School.

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Professor Alain Louvain seeks to impress l'Empereur (and gain funding) by demonstrating his theory of flight,using a large "hot air balloon". The display ends in disastrous failure. Louvain is imprisoned for " ...

disappointing His Most Gracious Majesty ... ".

Discovery of the inhabited island of Kanuba, far to the southwest of Castille, by an Avalon ship.

Discovery of the rotation periods of the planets Guer (24 hours, 40 minutes) and Re (9 hours, 56 minutes) by a

Vodacce astronomer, identified only as " Antonio" to elude the Inqusition.

Tamara v'Riasanova, Knias of Gallenia, rescues Ilya Sladivgorod Nikolovich, heir to the Ussuran throne, from hiscaptivity and brings him to Pavtlow.

Coronation of Ilya as Gaius of Ussura, upon his sixteenth birthday. Unlike all preceding Gaiuses, the ceremonyis not attended by Matushka.

Death of Markov v'Novgorov, Knias of Rurik. He is fed to the same dogs that he used to force the young Gaiusto share a kennel with. Markov's son, Aleksi, becomes the new Knias of Rurik.

For his acts of vengeance against those who had previously wronged him, Gaius Ilya quickly earns thenickname "Grozny " (Terrible).

Marriage of Gaius Ilya Sladivgorod Nikolovich to Katerina Fischler.

Invention of midwifery forceps, in Avalon.

Coronation of Prince Salvador Bejarano de Sandoval, as King Salvador II ("Good King Salvador ") of Castille. Thisfollows months of uncertainty after older brother Prince Javier's disappearance. The Hieros Council denies theyoung monarch the title of 'Rex Castillium', severely limiting his authority.

'El Vago'  (The Vagabond). First appearance of this masked swordsman. He rescues Lucinda Garcia, a peasantgirl, from being burned at the stake by the Inquisition. Other exploits by the hero are soon occurring all overCastille. El Vago joins the King's advisor, Don Andres Aldana, in foiling an assassination attempt on Good KingSalvador.

The Crimson Rogers sink the Avalon ship 'Highland Piper' near the Midnight Archipelago. The Piper's captainfights bravely, earning a new nickname when Reis says of her, "  ... What a bloody bonnie lass ... ". Somehow,

"Bloody " Bonnie McGee escapes, and is the only known survivor of an attack by the Rogers.

First issue of 'The Luthon Weekly '. It is Avalon's first newspaper.

Imperator Reifenstahl finally replaces General Dehmer. The much wilier General Gietl takes command ofEisen's Vaticine army.

Death of Stefano Wulf, Eisen's Objectionist leader. He is killed by a desperate Vaticine bauer  (farmer), whose

livestock is being taken by Wulf's men. Without Wulf's leadership, Eisen's north is rapidly conquered byGeneral Gietl's army. The southern Objectionists are expected to follow.

Invasion of Eisen. Seizing the oppurtunity, both Castille and Montaigne invade Eisen. Divided and decimatedby years of strife, Eisen's reknowned armies cannot stand against them. Of special note is Colonel FrancoisEtalon du Toille of Montaigne, who leads his regiment in capturing vast tracts of Eisen land. He thus comes tothe favourable attention of both his superiors and his monarch, soon being promoted to General.

Appointment of Linnae Knute as the new head of the Eisenfaust School, by Imperator Reifenstahl, the previousholder of that post. Since Eisenfaust is regarded by many as Eisen's "national" swordsman school, this causessome dissent since Knute is only Eisen on his mother's side. However, Reifenstahl has enough authority toenforce his choice.

Treaty of Weissberg. Imperator Reifenstahl signs a treaty surrendering a third of Eisen's territory to Montaigne

and Castille. This marks the official end of both the invasion and the War of the Cross. Virtually all of Eisen is inruins, with at least half of the original population either dead or having fled elsewhere. The lands ceded to

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Castille are, basically, the barony of Erich Sieger - previously a loyal subject of the Imperator. Sieger's reactionis to eject the Vaticine Church from his realm; then salt the land and destroy all crops, to deny invadersanything of value. Unsurprisingly, the Castillians decide that forcibly seizing the area is not worth the trouble.Sieger retains control of his lands, such as they are. The lands ceded to Montaigne are auctioned at the royalcourt, and bought by the Sices and Michel families. Respectively, these purchases form the basis forMontaigne's new provinces of Sices and Gloyure. The owners are elevated to the nobility.

Montegue's Stand. An army of Castillian zealots, backed by the Inquisition, marches on Charouse. Intent onthe capture or death of King Leon, they evade most of Montaigne's army and soon face the gates of Chateaudu Soleil. There, a single infantry company led by one Corporal Montegue uses unorthodox tactics to defeatthese invaders. Promotion of Corporal Montegue to High General of Montaigne, at King Leon's insistence.Marriage of High General Montegue to the King's youngest daughter, Dominique.

King Leon XIV renews his defiance of the Vaticine Church. Several of Montaigne's cathedrals are demolished orforcibly converted to other uses.

Death of the Hierophant. In an attempt to repair relations with Montaigne, the earthly leader of the VaticineChurch visits Charouse. Whilst there, he (allegedly) falls victim to the White Plague.

Disappearance of Cardinal d'Argeneau and all nine of Montaigne's archbishops, effectively crippling the

Vaticine Church's leadership. The Hieros Council now cannot appoint new Cardinals or even select a newHierophant for at least three years. Furthermore, Church orders such as the Inquisition are now freed of alloutside restraint. Cardinal Erika Durkheim, originally sent to Montaigne to assist Cardinal d'Argeneau, becomesde facto head of the Church in Montaigne. Given the attitude of the King (and nobility), the Vaticine Church'sstanding in Montaigne has never been lower.

Self-proclamation of King Leon XIV du Montaigne as ' l'Empereur ' (Imperator), a title previously bestowed onlyby Hierophants, and unused since the days of the Holy Republic. He now wears Cardinal d'Argeneau's ring.

La Bucca's Second Revolt / Foundation of 'The Brotherhood of the Coast'. Prisoners led by one CaptainAllende seize control of La Bucca and several ships. They then declare themselves an independant nation,governed only by themselves with no king or nobility. Given the difficulties inherent in retaking the island, plusuncertainties closer to home, Castille chooses to delay any response. The former prison becomes a pirate

haven.Disappearance of Jasper Peecke, master of the Peecke Quarterstaff School. Teaching of his fighting style is leftup to his students.

Discovery of the light spectrum by Castillian scientist Alvara Arciniega, using prisms of glass. Inquisitorsattempt to murder him at his home, but he kills three of them and then escapes.

Death of Eisen's Imperator / Breaking of Eisen.  Despondent about all that has happened to his nation,

Imperator Reifenstahl commits suicide in his palace near Gottkirchen.

Joseph Volkner, Reifenstahl's personal butler, inherits the Imperator's Chair in the Vendel League. This surprisebequeathment in the Imperator's will, written just before his death, makes Volkner one of the richest men inthe known world.

Death of Eisenfurst Stefan Heilgrund II, along with his wife. Reifenstahl's hosts when he hung himself, they alsocommit suicide rather than live with his blood on their hands. Their only son, Stefan Gregor Heilgrund III,becomes Heilgrund's new Eisenfurst.

Rise of the 'Eisenfursten' (Iron Princes). With the Imperator dead, no heir and multiple claimants to the IronThrone; Eisen loses its last shards of central authority. Eisen's konigreichs (Wische, Posen, Hainzl, Heilgrund,Sieger, Fischler and Freiburg) become, to all intents and purposes, independant states. The remnants of theIron Nation's military disband, turn mercenary or swear fealty to one or another of these 'Iron Princes'.

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Death of the infant daughter of Knias Vladimir of Molhyna, killed in an explosion in her father's palace. In thefear and uncertainty that follows, the Knias regathers the feared Oprechnina and condemns his wife to death.

Reknowned Vodacce sculptor Pascal Vestanzi comes to Charouse. His sculptures are soon enormously popularin the Montaigne court.

Death of Gunther Soloman, Master of Vendel's Usury Guild. He is assassinated at a masquerade ball, with

either Vesten sympathizers or the Rilasciare believed responsible. Soloman's successors prove unequal to thetask of managing the Guild, so Red is soon reinstated.

Introduction of grenades to the Montaigne army's order of battle. Whilst effective, the new weapon hasdisadvantages - the average life-span of a grenadier is two and a half battles.

First performance of the opera 'Vincenzo & Bellaza', written by Bartholomeus Corradin, a previously obscureVodacce playwright. The opera is widely acclaimed, and Corradin becomes famous.

Diego Torres de Zepeda, a Castillian bureaucrat, debunks medicinal quack Jasper Wellfellow in a scathing letterto a series of periodicals.

Opening of Avalon's first "coffee house", in the city of Carleon. Owner Edward Buck gets the idea from similarestablishments seen in Vodacce.

Appointment of 'The General', an Eisen mercenary, as Admiral of Montaigne's navy. This surprise promotion isdue to l'Empereur's impatience with pirate raids on Montaigne shipping, and the inability of his admirals todeal with it.

Death of Frances Chandler, one of Avalon's best-known playwrights. He is found dead in an alleyway,apparently the victim of a robbery.

Trial of Olivier du Montaigne.  l'Empereur's cousin, a Rose & Cross patron, is found guilty of murder andsentenced to death. A group of Knights save him, literally at the last minute, when they arrive at the gallowswith indisputable proof of his innocence.

Montaigne-Castille War. Montaigne launches a surprise invasion of Castille.

Capture of Barcino. Montaigne's opening move of the war. The unexpected treason of Don Marco Ontiveros

del Ochoa allows the port city to be seized by Montaigne forces almost immediately.

Death of Don Marco Ontiveros del Ochoa, after a confrontation with General Francois Etalon du Toillesuddenly turns violent. The Montaigne general sustains a head injury and, thereafter, is a "changed" man.

Through High General Montegue's brilliant leadership, Montaigne rapidly occupies most of the Torres andZepeda provinces in the west - almost half of Castille's total area.

In eastern Castille, Montaigne troops approach El Morro, Castille's mightiest fortress, and Vaticine City comesunder threat.

Essential foodstuffs previously distributed to Montaigne's lowest classes is now diverted to sustain the wareffort - and increase the wealth of certain nobles.

The Ochoa family name is declared anathema within Castille, due to the treason of Don Marco Ontiveros delOchoa, son of the family patriarch. Ochoa family members are killed, imprisoned or forced into hiding.

High General Montegue is unexpectedly recalled to Charouse. Command of Montaigne's invasion of Castille isabruptly relegated to several subordinate generals. l'Empereur gives Montegue command of 100,000 troops,and orders him to conquer Ussura.

Montaigne troops assault El Morro, but are repelled with heavy losses. With the eastern front thus weakened,Castillian forces counterattack and push the invaders back across El Rio de Della.

San Juan Massacre. General du Toille's army captures the city of San Juan, in Castille's west, after eight days ofheavy fighting. Enraged by the delay and losses incurred, du Toille has the city's survivors rounded up andburned alive in the city square. Castillian resistance to the invasion is revitalized, as many outraged citizensvow to avenge this atrocity.

'La Muralla al Ultimo' (The Last Wall). Castille's General Montoya halts the Montaigne southward advance, ata line of fortifications hastily built across the Zepeda province. General du Toille orders an immediate all-out

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attack on a broad front, intending to quickly overwhelm the defenders by sheer weight of numbers.. Castilliandefenses hold, and Montaigne losses are again severe.

Montaigne-Ussura War. Arrival of Montaigne's forces at the port of Odyesse. The city is quickly taken, and theUssuran Expeditionary Force heads deep into Ussura.

Death of Vendel's Guildmaster of Blacksmiths. Sela Cole is chosen as his successor. She is the first woman to

ever take that particular Chair.

Disappearance of reknowned sculptor Pascal Vestanzi, whilst journeying from Charouse back to Vodacce.

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During this year, on dates unknown ...

  The Inquisition declares scientific experimentation to be a heresy.

  The Inquisition takes credit for the murder of Franz Delefoe in 1661.

  Alvara Arciniega constructs the first reflecting telescope.

  The Swordsman's Guild tests and officially sanctions the Torres school. Jack Webster, head of theRobertson school. plays an important part in bringing this about.

  The Swordsman's Guild tests and officially sanctions the Kjemper and Urostifter Schools. Both being purely"Vesten" fighting styles, this causes much annoyance within the Vendel League.

Primus: Ussura becomes a living nightmare for the Montaigne invaders. Cold, disease and starvation take ahorrific toll; Ussuran militia harasses them at every turn; and even the land itself seems to actively resist them.

Food shortages within Montaigne become severe. In some regions, the poorest classes face starvation. Mostof the nobility are oblivious, except for several that are profiting from the situation.

2 Secundus: Foundation of the city of Fornuft, on the island of Viddenheim. It is to be jointly governed andpopulated by the Vendel and Vestenmannavnjar, the first time such a thing has ever been attempted.

3 Tertius: After months of fighting, Castillian forces retreat from San Augustin. The city becomes an importantnaval base for Montaigne.

12 Tertius: The Swordsman's Guild tests and officially sanctions the Larsen School.

13 Tertius: A Villanova merchant ship is attacked by a Vendel warship. Relations between the Vodacce familyand the League have never been friendly, but now become downright chilly. Somehow, open war is averted -for the time being.

17 Tertius: The Explorer's Society holds its Annual Archaeological Conference in Carleon, at which progress isdiscussed and evaluated. It is the society's tenth anniversary.

1 Quartus: Montaigne's General du Toille launches yet another attack on La Muralla al Ultimo. He is defeatedby General Montoya, with assistance from El Vago.

14 Quartus: Admiral Enrique Orduno leads a devastating attack on the Montaigne fleet, scattering it across LaBoca and lifting the blockade of General Montoya's army.

Reknowned 'Gentleman Pirate' Philip Gosse returns to Thean waters for " ... one last adventure ... ".

21 Quartus: Admiral Alazais Valoix Praisse du Rachetisse III relieves The General of command of Montaigne'snavy. He promises l'Empereur a swift victory over Castille. The General is left with a single ship and crew.

26 Quartus: Montegue's Retreat. General Montegue orders his army to retreat out of Ussura, againstl'Empereur's orders. The decimated army marches westwards toward Odyesse.

29 Quartus: Dominique du Montaigne (Montegue's wife, and Leon XIV's youngest daughter) goes into labor.

30 Quartus: Death of Jeremiah Berek, famed leader of Avalon's 'Sea Dogs'. He is lost at sea in a battle with theCrimson Rogers. His ship and crew escape, the first time an entire vessel has fought Reis and survived. Berek'sfirst mate, "Bloody " Bonnie McGee, becomes acting leader of the Sea Dogs.

Death, at birth, of Prince Leon XV du Montaigne - son of Dominique and Montegue; and sole male heir ofl'Empereur Leon XIV.

2 Quintus: Leon XIV commissions several oppressive laws and additional taxes.

8 Quintus: Beatrice Caligari, one of Vodacce's most powerful Fate Witches, arrives in Charouse to visit her

sister, the Imperatrice Morella.

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10 Quintus: Death of Beatrice Caligari. She commits suicide whilst staying at Chateau du Soleil. Her sister theImperatrice is not seen in public for months afterwards, evidently choosing to mourn in private.

15 Quintus: Battle of Derevyanniy. Montegue's army evades Ussuran forces trying to block their retreat.

23 Quintus: Battle of San Felipe.  Admiral Valoix attempts a counterattack against the Castillian Armada.Admiral Orduno anticipates the move, and engages him off San Felipe. The Montaigne fleet is forced to retreat

yet again.

2 Sextus: Death of Erl Rasmussen, creator of the Rasmussen school of pistol-fighting. He is shot and killed by afellow Rasmussen duellist.

Prince Gespucci Bernoulli of Vodacce orders his fleet to attack and sink any Vendel ship they encounter.

15 Sextus: The Single Shot.  Admiral Enrique Orduno refuses to attack The General's ship in an ambush"arranged" by the Inquisition. Orduno is subsequently arrested.

21 Sextus: Admiral Valoix's fleet attacks the Gallegos peninsula. Deprived of Admiral Orduno's leadership, theCastillians suffer heavy losses.

Seige of Freiburg. Rival armies from Posen and Heilgrund besiege Freiburg, after a large vein of Dracheneisenis discovered there.

23 Sextus: Montaigne troops attempt to cross El Rio de Delia, but are repelled by the Castillian defenders.

24 Sextus: Battle of Ekaternava. Montegue's troops evade another army seeking to block their retreat.

30 Sextus: Freiburg raises its seige, and Nicholas Trague retains control of the Dracheneisen vein discoveredthere. Under pressure from the Nibelungen, all combatants agree to make peace.

6 Julius: Trial of Admiral Enrique Orduno. The Inquisition finds him guilty of heresy. He is moved to El Morro 

for execution.

7 Julius: The Ussuran Expeditionary Force finally reaches the port of Odyesse, only to find that all of the shipsthere have been destroyed by persons unknown. Montegue has no choice but to march his exhausted armywestwards into Eisen. Of the 100,000 Montaigne soldiers sent into Ussura, less than 30,000 remain.

20 Julius: Eisenfurst Reinhard von Wische awakens from his coma, and resumes leadership of his konigreich.

circa Late Julius - Early Corantine: Rumours emerge that Jeremiah Berek was not killed by Reis. Somehow, heescaped, to be later rescued by the Brotherhood of the Coast.

1 Corantine: Mystics all over Theah start having progressively worsening visions of the Island of the SunkenEye.

15 Corantine: Battle of Salzsumpf. The remnants of the Ussuran Expeditionery Force enter north-east Eisen,and are confronted by Eisenfurst Fauner Posen's army in the eastern marshes known simply as " Salzsumpf ". Inthe ensuing battle, the Montaigne army is totally defeated. The last survivors, some 7,000 souls in all, aretaken prisoner by Posen. General Montegue's fate is unknown.

22 Corantine: Aided by a group of Porte sorcerors, The General and his crew successfully breach El Morro's

defenses to rescue Admiral Orduno from execution. They and their ship then disappear into a gigantic Portehole, the largest ever created.

25 Corantine: Admiral Valoix's fleet attacks San Cristobal, the capital of Castille.

29 Corantine: The Montaigne government officially announces that General Montegue perished at Salzsumpf.

30 Corantine: Destruction of Caligari Island, sinking beneath the ocean after an earthquake. Hundreds ofpeople drown, thousands more are made homeless, centuries of Vodacce history is lost, and the Caligari familyloses their power base.

1 Septimus: Cabora. 'The Island of the Sunken Eye' rises from the depths of The Mirror. Those few who returnfrom exploring it describe an unnatural and very dangerous place.

5 Septimus: Admiral Valoix's fleet attempts to capture San Cristobal, but is defeated by a fleet commanded by

Margaretta Orduno, wife of the missing Admiral Enrique Orduno.

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8 Septimus: Disappearance of Admiral Valoix. He kills the Porte mage sent to bring him to l'Empereur, andgoes into hiding.

12 Septimus:  Awarding of the title 'Comtesse du Bete' to Camille Valoix du Martise, one of l'Empereur'smistresses. Court gossip says that long-time Master of the Hunt Martin du Huet is greatly put out by this, sincehe was expecting acknowledgement of his years of service.

13 Septimus: Montaigne war hero Private Jerome returns home from Castille. He finds his lover has married anoble, but is being mistreated. He confronts and kills her husband in anger, and is promptly arrested formurder. His trial is very brief, and the verdict a foregone conclusion.

19 Septimus: Death of Prince Alberto Lucani of Vodacce, by assassination. With no male heir, his realmcollapses into disarray. Simultaneously, other assassins strike at Princes Bernoulli, Falisci, Lucani, Vestini andVillanova. All of these attacks are thwarted by various means.

20 Septimus:  Armies loyal to Prince Alcide Mondavi invade Vodacce mainland territory belonging to theLucanis, Villanovas and Caligaris. Mondavi is aided by an unexpected ally - Eisenfurst Erich Sieger.

22 Septimus: 'The Commoner's Cause' . Jacob's Political Society produces a petition for l'Empereur'sconsideration. The document calls for reduced taxation, improved relations with the Vaticine Church and anelected parliament to advise the King on matters of policy. Despite the urgings of supporters at court, Leonrefuses to even allow the item or its bearer into the palace grounds.

23 Septimus: Comtesse du Bete's Last Hunt. Death of Camille Valoix du Martise, Comtesse du Bete, along withMartin du Huet and many other members of Montaigne's nobility and gentry, along with numerousattemdants. A grand hunt on L'il du Bete goes disastrously awry when a huge Porte-spawned beast goes on therampage, killing a great number of would-be participants. The island is hastily evacuated.

24 Septimus: Montaigne Revolution. Private Jerome arrives in Charouse for his execution. The spectacle of amistreated ex-soldier being paraded to his death sparks a massive riot that quickly encompasses the entirecity. What is left of Montaigne's army is mostly in Castille, and insufficient troops remain in Charouse torestore order.

25 Septimus: The Charouse riot spreads to the rest of Montaigne, and escalates into all-out revolution. Furious

mobs target any person or object even vaguely associated with the upper class. Nobles begin fleeing thecountry.

Disbandment of 'Montaigne Musketeers'. Enraged over their refusal to fire on rioters, l'Empereur orders thegroup's dissolution. However, individual Musketeers continue to perform many acts of heroism - such asrescuing people from mobs, and restraining the most dangerous groups.

Disappearance of Dominique du Montaigne, General Montegue's widow.

27 Septimus: The Revolution continues.

Death of Remy du Montaigne, Captain of the Lightning Guard, in a duel with Jean-Marie Rois et Reines, Captainof the Musketeers. Remy orders his troops to fire on crowds outside the gates of Chateau du Soleil, but is thenconfronted by Jean-Marie.

Chateau du Soleil is stormed by revolutionaries.

Death, by suicide, of Imperatrice Morella du Montaigne.

Death, by lynching, of Miriam du Montaigne (Leon's fourth daughter).

Disappearance of l'Empereur Leon XIV, believed to have fled Charouse.

circa Late Septimus - Early Octavus: Disappearance of "Bloody" Bonnie McGee. Rumour has it that she finallyconfronts her nemesis, Reis, on Cabora. She is not seen afterwards. Reis is.

3 Octavus: Arrest of Evelyn du Montaigne (Leon's third daughter), caught boarding a ship bound for Avalon.

4 Octavus: Death, by execution, of Evelyn du Montaigne. Her twin sister, Rosamunde du Montaigne, iscaptured whilst attempting to rescue her.

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5 Octavus: Pirate-adventuress Ysabette du Montaigne (Leon's eighth daughter, and family black sheep)rescues her sister Rosamunde from execution. The two escape, and become Montaigne's most wantedoutlaws.

10 Octavus: Arrest of Nicolette du Montaigne (Leon's seventh daughter), whilst trying to flee to Eisen.

Jacob's Political Society calls for the creation of a new Montaigne government.

11 Octavus: Death, by execution, of Nicolette du Montaigne.

12 Octavus: Death of l'Empereur Leon XIV du Montaigne. His body is found hanging from a tree, near the coastof his former realm. D'Argeneau's ring, worn by l'Empereur since the Cardinal's disappearance just over twoyears ago, is missing.

14 Octavus: Eisenfurst Georg Hainzl defeats an attempted coup led by Phillip Knef, his head miner. A woundedKnef flees into the mines after a face-to-face confrontation with Hainzl. The Eisenfurst's erratic behaviourdramatically changes afterwards. From the "mostly harmless" variety of personas previously adopted from dayto day, Hainzl goes to being utterly convinced that he is High Imperator Carleman.

17 Octavus: Remnants of the Caligari family try to regroup on the Vodacce mainland; but are attacked by theVillanova, Bernoulli and Vestini families. The Caligaris have no option but to scatter and go into hiding.

18 Octavus: Treaty of Cabora. The Vaticine Church and most of Theah's nations agree to ban any expeditionfrom coming within fifty miles of the island of Cabora.

27 Octavus:  Val Mokk, Master of the Vendel Guilds, publicly announces his membership in the Rasmussenschool of pistol-duelling. Reportedly, this is his retaliation for the Swordsman's Guild's sanctioning of Vestenfighting styles.

30 Octavus: An army from Hainzl invades the Fischler konigreich, and disappears without trace.

2 Nonus:  Cardinal Erika Durkheim of Eisen makes an impassioned speech to the Hieros Council, publiclyblaming the Explorer's Society for the sinking of Caligari Island: " ... They have destroyed an entire Vodacce

island, and replaced it with a horror unlike any the world has ever known. Who can say what their tampering

will unleash next? ... " . As a result, the Vaticine Church cuts all remaining ties with the Explorer's Society, and

forbids them access to Syrneth sites.7 Nonus:  First Assembly of the Montaigne Parliament.  Revolutionary leader Hubert du Gloyure gatherselected representatives from all over Montaigne, to establish a new national government in Charouse.

Restoration of 'Montaigne Musketeers'. One of the fledgling government's first acts is to re-establish theMusketeers. Alterations are made to the Musketeer uniform, code and oath; removing all connections to theold monarchy.

Appointment of Aristide Baveaux, Master of the Rose & Cross Knights, as Captain of the new Musketeers.

'Le Conseil de Huit ' (The Council of Eight). The Parliament's ruling council comprises:

  Hubert du Gloyure, artist and playwright;

  Arnaud du Charouse, lawyer and author of 'The Commoner's Cause';

 

Madeline du Chatelaine, former noble;  Citizen Sasseur, revolutionary;

  Musketeer Captain Aristide Baveaux, Knight of the Rose & Cross;

  Major Gilbertine du Muguet, military liaison;

  Father Jean-Marc Naverre;

 

Professor Eugene Suchet du Crieux, teacher of philosophy and head of the council.

Statement of Rights. The new Montaigne government declares a series of inviolable rights for all Montaignecitizens. In addition, a number of taxes and harsh laws are repealed.

8 Nonus: Establishment of the Montaigne government-in-exile. Based in Siegsburg (in Eisen's Wischekonigreich), it is led by Anne du Montaigne (Leon's sixth daughter) and her husband, former MusketeerCaptain Jean-Marie Rois et Reines.

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13 Nonus: 'Les Tabards Noirs' (The Black Tabards). Lieutenant Simon Roublard gathers fellow Musketeers whooppose the Revolution. When troops arrive at his northern Arrent home to arrest him, all that is found is a pileof discarded Musketeer tabards, and tracks leading off into the woods. Reports soon arise of Musketeers inplain black tabards, who strictly enforce the laws of the old regime.

14 Nonus: End of 'Montaigne-Castille War'. Conclusion of peace talks between Montaigne and Castille.

Castille pays heavy reparations, and allows Montaigne to garrison the city of Barcino. In return, all otherMontaigne forces are withdrawn from Castillian territory. They will eventually return home to a hero'swelcome.

18 Nonus: Montaigne successfully negotiates the return of the 7,000 Montaigne prisoners held by Posen.

19 Nonus: Reinstatement of Admiral Valoix as head of Montaigne's navy.

28 Nonus: Amnesty is offered to all Montaigne nobles who renounce the use of sorcery, and to any survivingmember of the royal family who renounces all ties to the throne. Only a few take up the first offer, and noneaccept the second.

Unauthorized usage of Porte within Montaigne becomes punishable by removal of the offender's left hand.The wearing of gloves is also outlawed.

29 Nonus: Death of Ralf Larsen, guardsman of Kirk and creator of the Larsen school of sword-fighting. Whilstpatrolling the backstreets, he stumbles across an illegal pistol duel and is shot by one of the duellists. LydiaLarsen, his daughter, takes over leadership of the Larsen school.

7 Decimus: To raise funds, the Council of Eight begins selling off l'Empereur's possessions. With all of thedisruption and damage caused by the Revolution, the loss of most forms of taxation, severe overspending byboth old and new governments, and the aftermath of two major wars to cope with; Montaigne faces seriousproblems.

30 Decimus: Death of Giovanni Villanova's two young sons, at his palace in Dionna. Disappearance of his wife,Valentina. Giovanni Villanova is himself injured, losing an eye. Unsurprisngly, no one dares ask Villanova toconfirm or deny any of the rumours about what happened.

5 Prophet's Mass: Nicholas Trague finally completes the manifesto upon which he has been working for years.

Apparently, a long discussion with certain citizens induces the Eisenfurst to make major changes..

6 Prophet's Mass: Death of Nicholas Trague, Eisenfurst of Freiburg. He commits suicide by leaping off DieWachtturm, Freiburg's central feature, which collapses shortly thereafter.

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13 Primus: In the absence of any legal heir, Logan Sieger - the late Nicholas Trague's scribe (and the only son ofEisenfurst Erich Sieger) - becomes Eisenfurst of Freiburg. He vows to continue Trague's work.

30 Primus: The Vaticine Church threatens Alcide Mondavi with excommunication, unless he halts his invasion.

2 Secundus: Alcide Mondavi makes peace with the remaining Vodacce princes.

6 Secundus: Erich Sieger heads for home.

10 Tertius:  Eisenfurst Stefan Heilgrund returns home after an absence of several weeks, and unexpectedlydrafts a series of strict new laws for his realm. Terrifying supernatural warriors, called 'Schattensoldat ' (ShadeSoldiers), now enforce his rule.

13 Tertius: Castille's King Salvador II grants permission for Margaretta Orduno to lead an expedition into the

western seas.

29 Tertius: The Explorer's Society begins sending expeditions westward.

3 Quintus:  The Regency Plot.  Royalist sympathizers in Montaigne's Parliament try to pass a decree makingexiled Princess Anne du Montaigne and husband Jean-Marie Rois et Reines co-rulers, or Regents, of the nation.Word of this attempted coup leaks out beforehand, leading to an uproar that causes most potential supportersto change their minds. The ringleaders are imprisoned, many alleged royalists are ousted from the Parliamentand new laws hurried into effect to prevent any possible repetition of the plot. In the aftermath, all royalistsface renewed harassment.

23 Quintus: Kosara, a small region deep inside Ussura, declares independance from the Five Kingdoms. Thenew nation's ambassador is executed before he can even complete his formal greeting to Ussura's Gaius.

6 Sextus: Theft of the MacLeods' famed "Faery Flag", a Sidhe artifact that has protected the Highland clan forcenturies. MacLeod fortunes fall into decline - with hostile weather, multiple crop failures and enemies closingin.

25 Sextus: The Vestens' annual Althing begins in Thingvallvatn. For the first time, a Vendel Guildmemberattends - Georg Skard, Master Brewer.

30 Sextus: The Althing concludes. Whilst the High King does not appear, the attendance of Master BrewerSkard (along with a wagonlaod of his Guild's product) makes the event particularly memorable, and raiseshopes for improved relations between the Vendel and the Vestenmannavnjar.

15 Julius: ' Jour Sanglant de Regal ' (Bloody Feast Day). Death, by assassination, of Aristide Bavuex and EugeneSuchet du Crieux, members of the Council of Eight.

An assassination attempt on councilmember Jean-Marc Navarre is foiled.Succession, by Arnaud du Charouse, to the leadership of Montaigne's ruling Council of Eight.

16 Julius: A spectacular funeral is held for Aristide Bavuex and Eugene Suchet du Crieux, inducing near-hysteriaamongst the people of Charouse. Suspected royalist sympathizers come under renewed threat.

Appointment of Lieutenant Thierry du Lamoille as the new Captain of the Musketeers.

19 Julius: Master Val Mokk and Mistress Sela Cole of the Vendel League appear together in public. Muchgossip follows about the possibility of a romance between them.

24 Julius:  Capture of the Bloody Feast Day assassins near Paix, by Musketeers and Rose & Cross Knightsworking together.

25 Julius: Beginning of the Bloody Feast Day trial.

27 Julius: The trial ends. Evidence against the accused is overwhelming, and they are sentenced to death.

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28 Julius: Death of the Bloody Feast Day assassins, on the gallows in front of Chateau du Soleil. The last to behung hints at a far wider conspiracy, and vows that further bloodshed will follow.

4 Corantine:  'la Commission du Bien-Etre National ' (The Commission of National Welfare). Arnaud duCharouse drafts 'Statement 15' which establishes the Commission, with far-reaching powers to pursueenemies of the state.

10 Corantine: 'La Frenesie' (The Frenzy). Amnesty for Montaigne nobles is officially revoked. The practice ofsorcery and support of royalist causes are both now punishable by death. Many people flee the country. Mostcannot. Public lynchings and summary executions for seemingly minor offences become commonplace. Actualtrials are not much better.

16 Corantine: Arnaud du Charouse publicly accuses fellow councilmember Madeleine du Chatelaine oforchestrating Bloody Feast Day, and of practicing sorcery. She is immediately arrested and tried for treason.

17 Corantine: Death of Madeleine du Chatelaine, former member of the Council of Eight. She is executed,along with sixteen fellow conspirators.

19 Corantine: The last "royalists" are been removed from Montaigne's Parliament.

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Montaigne's 'La Frenesie' continues. Hundreds of people are sent to 'Le Coiffeur ' (The Barber) every day.

Rye Grin. Rumours persist of a secret group dedicated to rescuing people from 'Le Coiffeur'.

Sextus - Octavus: Montegue's Return. General Montegue proves not to have died at the Battle of Salzsumpf.With support from Posen, Wische, the Vaticine Church and the Montaigne government-in-exile; he gathers anarmy which he then leads in a march on Charouse. There is minimal opposition - most of Montaigne's populacehas had enough of The Frenzy, and Montegue has no shortage of popular support.

Montaigne's missing archbishops are freed from the secret prison where King Leon had them confined fiveyears previously. Members of the Council of Eight had always known where they were, yet chose to donothing. It is also revealed, to the surprise of only a few, that the Hierophant and Cardinal d'Argeneau wereboth murdered at l'Empereur's order.

Death of Arnaud du Charouse. He and other leaders of the Commission of National Welfare are arrested, triedand executed for their tyranny. Arnaud is the final victim of 'Le Coiffeur'.

The remnants of the former Council of Eight are placed under permanent house arrest, and barred fromholding any political office in the future.

Coronation of King Montegue I du Montaigne. He immediately sets about reforming the Montaignegovernment, with changes to avoid the worst excesses of both l'Empereur and the Revolution. The Parliamentis purged of its extreme elements, and retained as an advisory body to the Crown.

Primus: Death of Don Andres Aldana, trusted advisor to Good King Salvador. He is arrested by the Inquisition,and condemned as the heretic-traitor El Vago. However, at Don Andres's public hanging, El Vago arrives andunsuccessfully tries to rescue him. Grand High Inquisitor Esteban Verdugo is nearly killed in the riot thatfollows.

The King declares Don Andres innocent of all charges, and has him buried with full state honours.

Secundus: Good King Salvador is finally granted 'Rex Castillium'.circa Nonus: Disappearance of Derwyddon, Queen Elaine's advisor.

Shadows Over Avalon. Queen Elaine is mortally wounded by Meryth, a creature of Queen Maab of the Sidhe.

Disappearance of Sir Lawrence Lugh, the Queen's Champion. Some say that he has been slain by Meryth,others that he now hunts her.

With Elaine in a coma, and no obvious heir, Marches High King James MacDuff is offered the Crown of Avalon.He refuses, seeing that this will only lead to extra strife. Ties between the Three Kingdoms weaken.

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King Piram starts enlarging his already sizable army.

Open war between Maab and the other Sidhe Queens becomes inevitable. Most fae leave Avalon. ManyUnseelie do not. The power of Glamour has visibly diminished.

Disappearance of The O'Bannon, apparently re-joining the Sidhe in Bryn Bresail. In his absence, the O'Brienfamily take control of the Inish court.

The Graal is returned to the Sidhe Queen of the Sky for safekeeping, at her request. Unexpectedly, humans areallowed to continue using the power of Glamour.

All humans within Bryn Bresail are abruptly returned to Avalon. Bonnie McGee, former Sea Dog and Reis'snemesis, is among them. Many of these humans are insane, due to either their stay in the Sidhe realm or theirsudden removal from it. Some have been away from the mortal world for thousands of years.

Disappearance of Sir Bors MacAllister, after entrusting the rule of Avalon to a group of administrators. HisBlack Knights continue to watch over Elaine as she lies in her coma.

Avalon's Parliament authorizes the raising of a new model army answerable only to them.

King Piram's army marches on Luthon. They are hampered by the bitterest winter in living memory.

Appointment of Bonnie McGee as High Admiral of the new Highland Navy.

The Final Althing.  Notorious raider Yngvild Olafsdottir instigates a meeting at Thingvallvatn, with manynoteworthy Vestenmannavnjar leaders in attendance. Several 'Living Runes' and other figures of legend alsoparticipate.

Selection of Gjaeving Asbjornsson to be High King of the Vestenmannavnjar, the first in over a century. Verylittle is known of the new leader - he is not a reknowned warrior, nor is he of any noteworthy families or

groups.The High King immediately sets about gathering the Vesten tribes, and oversees the construction of a largefleet of ships. A demand for tribute is sent to the Vendel, who begin assembling their own forces.

Ragnarok. Open war finally erupts between the Vendel and the Vestenmannavnjar.

Reknowned Vestenmannavnjar warrior Magnus Brynjulffrsson leads an army against Vendel troops and Eisenmercenaries on the slopes of The Tarn. The smaller Vesten force puts up an epic fight, but is eventuallyannihilated.

Disappearance of Vestenmannavnjar High King Gjaeving Asbjornsson, along with thousands of followers and allof their newly-built fleet. It is believed that they have left their homeland for good, sailing far into the westernseas.

Restoration of the Hieros Council. Selection of Victor Allais de Crieux to be the new Cardinal of Montaigne.With a quorum, the first in six years, the ruling council of the Vaticine Church begins putting its house in order.

Judgement of Verdugo. The Heiros Council's first significant act is to judge Grand High Inquisitor EstebanVerdugo over the wrongful death of Don Andres del Aldana. In the end, Verdugo retains his rank and Councilseat, but is banished to a secluded monastery along with certain other members of his order. He is permittedto vote on Council matters only by proxy. The Inquisition survives, but will from now on function under verystrict limitations.

Death of Cardinal Sergio Bilardo, in the midst of a heated debate in the Hieros Council. His successor is oneFerenc Orlund von Durenstad, previously a bishop from Eisen.

Appointment of Cardinal Christina Lorente de Cisneros as the new head of the Inquisition.

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New Hierophant. Selection of Cardinal Ferenc Orlund to be the new leader of the Vaticine Church. He takesthe name "Pius".

Cardinal Esteban Verdugo is permitted to return to Vaticine City, but remains confined to his residence.

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Advantages: sorcerous advantages by Carl Gilchrist

Backgrounds: Alien, Illness, Pact, Rücken, Unrequited Love and Ward by Jon Stoner-Holk

Combat Schools: Alvarez and Ortega by Jon Stoner-Holk; d’Arezzo by Helen Leonard; Kazak by Ken Rice;Lorenzo by Chris Cunliffe; Schaller by Simon Wray; Velena by Alex Bero

Sorceries: Vento by Jason Aring

Other rules written by Andy Aiken

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Advantage Cost Description

Ambidextrous 2 or 5HP

You can use either hand equally well. You suffer no off-hand penaltywhen using a specific weapon (for 2 HP) or any weapon (for 5 HP).

You cannot also take the Left-Handed advantage.

Bowmanship Technique 3 HP Costs 2 HP for students of the Kyrbatov School.

You know a bowmanship technique; see the Kyrbatov School fordetails.

Dual Heritage 8 HP You draw your heritage from more than one nation (whether you areaware of it or not). This gives you the following benefits and

drawbacks:

  You can choose which national trait bonus you get.

 

You qualify for all nation-specific advantages, backgrounds andskills from both nations.

 

The cost of any language is the lower of the cost for each of yournationalities, so you begin with both national languages for free.You may choose one accent from each nation.

  You cannot take full-blooded sorcery.

Hidden Talent Varies You have abilities you're not even aware of; perhaps your real fatherwas a Glamour mage, your amnesia hides the fact that you onceattended the Valroux School, or you spent your now-forgotten

childhood on a pirate ship.

When you buy this advantage, you choose how many HP to investinto it; the pool of HP available to this advantage is:

  1-5 HP: Twice your investment

  6+ HP: Your investment + 5 HP

The GM spends this HP pool for you on skills, knacks, advantages,sorcery, swordsman schools and / or languages.

During the game you can discover your hidden abilities by role-playing, or can choose to spend a Drama Die to discover one atrandom.

Hook 2 HP You have lost one of your hands, either due to injury or illness, whichhas been replaced with a hook. This hook can be wielded in combatwith the Hook skill, and deals 0k2 damage.

Unfortunately, you can never wield a two-handed weapon orperform any actions which require the use of two hands, and youreceive a penalty of one unkept die on all rolls which involve socialinteraction. More positively, you cannot be disarmed when wieldinga hook.

Quick Draw 4 HP With this advantage, you do not need to take an action to draw orsheathe a weapon.

This is an expansion of the Pirate Trick advantage of the same name,but is not limited to pistols.

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Advantage Cost Description

Sea Legs 2 HP You gain a Free Raise to Balance checks, including Active Defencerolls, when on board a ship.

In addition, you never get seasick.

Uncanny Gift 5 GP This advantage may only be bought by characters with half-blooded,twice-blooded or trace-blooded sorcery.

When buying this advantage, the sorcerer nominates a sorceryknack; the maximum number of ranks he may have in that knack israised to 5 as if he was full-blooded.

This advantage may only be bought once.

Trace-Blooded 10 HP You have the merest trace of sorcerous blood in your veins. You startthe game with a sorcerous heritage, but you only have oneSorcerous Knack at rank 1. This knack can never be raised past rank3, and you can never learn any other knacks from this sorcery.

You can be twice, three times or four times Trace-Blooded (or twiceTrace-Blooded and once Half-Blooded), with Sorcerous Knacks fromthe same or different heritages, by taking this advantage more thanonce.

Wistinghaus Bodyguard 8 HP You have a loyal minder who has been trained at the eliteWistinghaus School for bodyguards.

This bodyguard is a 75 HP Eisen henchman who knows theWistinghaus School. He has three ranks in all Bodyguard and Sentryknacks for free.

Cost: varies

This is an expansion of the Castillian Blade advantage found in the Castille book.

Province Cost Effect

Aldana 3 HP (fencing sword)

4 HP (heavy weapon)

2 HP (knife)

Lower one action die by 1 at the start of each round

Gallegos 3 HP (fencing weapon)

4 HP (heavy weapon)

Fencing weapon / knife: +2 to attack rolls; +5 to resist breaking

Heavy weapon: +2 to attack rolls; +10 to resist breaking

Soldano 6 HP (fencing weapon)

8 HP (heavy weapon)

Fencing weapon: +2 all Fencing rolls; +5 to resist breaking

Heavy weapon: +2 all Heavy Weapon rolls; +10 to resist breaking

Knife: +2 all Knife rolls; +5 to resist breaking

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Province Cost Effect

Torres 3 HP (fencing weapon)

5 HP (heavy weapon)

Fencing weapon: +3 to damage rolls

Heavy weapon: +4 to all damage rolls

Knife: +2 to damage rolls

Zepeda 2 HP (fencing weapon)

3 HP (heavy weapon)

Fencing weapon / knife: +1 to attack and damage rolls

Heavy weapon: +2 to attack and damage rolle

The cost of this advantage is reduced by 1 HP (to a minimum of 1 HP) for a blade from a Castillian character’s

home province.

Advantage Cost Description

Animal Friend 1 HP This advantage is available to Pyeryem sorcerers only.

The character does not need to make a Speak roll when trying to talkto one class of animal (chosen when the advantage is bought),whether they are in Ussura or not.

Blood of the Mother 6 / 9 HP This advantage is available to Pyeryem sorcerers only.

Once per day this advantage allows the character to transform intoan animal without expending a drama die. For 6 points thisadvantage with one animal knack (chosen when the advantage ispurchased); for 9 points the character can use it with all their animal

knacks.

Clean Cut 3 HP This advantage is available to Sorte sorcerers only.

When the character severs a thread, the cut is clean, and leaves littlein the way of remnants. Another Sorte Strega can only see theremnant is she makes a Perception check vs. a TN of 5 + 5 times thecutter’s rank in the appropriate thread knack. 

Fate Friendly 8 HP This advantage is available to Sorte sorcerers only.

Fate is less cruel to the witch with this advantage. When she receivesa fate lash, she only loses one Drama Die rather than three.

Fjell 5 HP This advantage is available to Laerdom sorcerers only.The character is considered to have +1 Brawn when determininghow many runes he can have controlled at any one time, and howmany runes he can have inscribed at any one time.

Kyndighet 5 HP This advantage is available to Laerdom sorcerers only.

If the character fails to activate his rune, he takes 1 die of damageper 10 points failed (or part thereof) not per 5 points of failure asnormal.

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Advantage Cost Description

Lingering Blood 5 HP This advantage is available to Porté sorcerers only.

Even though Porté blood can be wiped off a blooded object to severits connection to the sorcerer who has blooded it, those with thisadvantage can still connect to the spiritual residue of their blood

that lingers for a while. The length of the time the object is stillconsidered blooded after the blood has been washed off is based onthe sorcerer’s mastery level (at the time the object is blooded): 

  Apprentice: 1 day

  Adept: 1 week

 

Master: 1 month

Secret Lore 3 HP This advantage is available to Glamour sorcerers only.

Normally, a character may only have one Glamour knack per trait.With this advantage a Glamour sorcerer may learn two knacks fromthe same trait (the trait must be chosen when the advantage is

bought).This advantage may only be taken once.

Sidhe Item 3, 6 or 9HP

This advantage is available to Glamour sorcerers only.

The character has been gifted with (or has otherwise come intopossession of) an item from the Sidhe. This item is a quality item andshould have some sort of story or legend to it. It can be any commonitem, or a set of small objects, like dice.

For each 3 HP spent on this advantage, the item can hold oneGlamour Die. Storing a Glamour Die takes 10 actions and a Resolvecheck against TN 15. If the roll is failed the glamour die is lost. If the

roll succeeds the Glamour Die is stored in the item. While the objectholds Glamour it appears finer and of higher quality, full of energy soto speak.

Any character capable of using Glamour Dice can sense the glamourin the object and may use the stored power as if part of their ownpool.

Storstaed 8 HP This advantage is available to Laerdom sorcerers only.

The character may become one extra rune.

Strong Animal Skin 4 HP This advantage is available to Pyeryem sorcerers only.

The character may choose one animal knack whose TN to use is

reduced by 5.

Strong Blood 3 HP This advantage is available to Porté sorcerers only.

The character may maintain more blooded objects than normal.

  Apprentice: 5 blooded objects

 

Adept: 10 blooded objects

  Master: 15 blooded objects

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Advantage Cost Description

The Weave’s Blessing 4 HP This advantage is available to Sorte sorcerers only.

The character is slightly more fortunate when it comes to blessingand cursing. If the witch gives a blessing or curse, they may activatethis advantage and roll 1d10. If the result of the roll is 4 or higher,

she suffers no curse die on herself. Otherwise, she receives anadditional curse die and suffers a fate lash.

The Word 4 HP This advantage is available to Laerdom sorcerers only.

When invoking a rune the character knows, he does not need todraw any symbols. He merely speaks the name of the rune with hispower behind it and the power comes forth.

This ability may only be used a number of times per day equal to thecharacter's Resolve trait. If the character fails an invoke roll doingthis, not only does he take the usual damage, but he cannot use thisadvantage or that rune for the rest of the day.

Velstand 3 HP This advantage is available to Laerdom sorcerers only.

Runes that the character inscribes will last for twice as long asnormal (usually two years).

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Background Description

Alien You may simply be misunderstood, or maybe you are the bastard son of a hated enemy, butfor whatever reason, your countrymen, your neighbours and family, your nearest and dearest,want to see you tarred, feathered, and kicked out of their country.

The number of points you invest in this background determines how many people of yourhomeland are upset with you, and just how upset with you they are.

Illness Sometimes during their travels, people manage to get sick. And while commoners findcommon illnesses, Heroes find epic illnesses. Somehow, you've got the only case of thatlegendary disease that anyone's heard of for centuries. Of course, the only cure is found at thetop of the world, under the throne of the O'Bannon, or in the centre of the sixth sea.

When this background is taken, the GM chooses a cure and some symptoms. The easiestmethod of implementing the symptoms is to choose a number of knacks affected, andsubtracting a number of points equal to the points invested in this background from them. Forexample, say the GM declares that the Hero's blue tongue has affected her Oratory, Seduction,and Sincerity rolls, and therefore she loses 1 point in each of these for each point of her Illness.

Note that the more knacks affected, the more often the illness comes into play, and the moreexperience the character gains.

Lost Ability You used to have an advantage (for 1 point), a skill (for 1 point), a swordsman school (for 2points) or sorcery (2 points for half-blooded, 3 points for full-blooded or twice-blooded, 1 pointfor trace-blooded), but for some reason you can no longer use it.

Maybe you are haunted by memories of a disastrous show, and lost the Acrobat skill. PerhapsMatushka has taken back the gift of Pyeryem for some slight, or the Sidhe have taken theirGlamour from you. Maybe you had the Faith advantage, but now you're not so sure. Perhapsyou were a student of Wu Tsain, but you lost the inner calm that School requires.

All bonus XP from this background goes into reclaiming this ability; the background is lost whenthe ability returns. The XP cost to regain the ability is three times the HP cost for an advantage,background or sorcery, or the normal XP cost for a swordsman school or skill.

When you regain the ability, you get it as if you had bought it with HP; that is, you gain 7Sorcery Points for full-blooded sorcery, one rank in each basic knack for a skill, one rank in eachswordsman knack for a School, and so on.

Pact You have entered into a sacred pact with your fellow party members, perhaps to guard thesecret entrance to the Syrneth ruins you found or to uphold the strict Charter of your smallpirate ship. Each Hero in the party should take the same background with the same number ofpoints invested (GMs may allow it to exceed the normal background point maximum), and allmembers loose the background if it is ever violated.

The number of points determines how difficult it is to uphold the pact, and how dangerousthose who oppose you are (1- you must not let anyone get hold of the Syrneth Staff ofMadness, 3- you have vowed to overthrow the Inquisition).

Rücken You have declared another Hero your Rücken  – your back, who comes to your aid wheneveryou need it – and he has declared you his.

The point value of this background should be determined by the GM based upon just how

difficult it is for your Rücken to stay alive and well.

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Background Description

UnrequitedLove

He's the greatest man Théus ever created, and, more importantly, he's utterly perfect for you.Someday, he may be yours, but for now he's burdened with someone who isn't you. It mighttake a little persuasion, but some day he'll realize how perfect you are for him.

The number of points spent on this background determines how difficult it is to gain the object

of your desire, and how much you would give to have him.

Ward You have been charged with someone's protection. Perhaps you have a grandfather who isquite sharp but a little stiff, or you may have been honour bound to see a member of theInvisible College to his safe haven in Vendel, or maybe you found a young wastrel in dire needof good parents.

The number of points determines how helpless your ward is (one point for a henchman, threepoints for a baby) or just how many people want to see him or her dead.

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In addition to cutting hair and beards, barbers were the surgeons of their day.

Basic knacks: Barber, DiagnosisAdvanced knacks: Examiner, Surgery

Escapology is the art of escaping from bonds and confined spaces.

Basic knacks: KnotworkAdvanced knacks: Contortion, Lockpicking

Smugglers are experts when it comes to bringing contraband across borders, importing and exporting goodswithout paying taxes.

Basic knacks: Appraising, Forgery, UnobtrusiveAdvanced knacks: Bribery, Cartography, Conceal, Logistics, Sincerity

This skill covers the use of one-handed blunt weapons such as maces, which are usually 2k2 weapons.

Basic knacks: Attack (blunt weapon), Parry (blunt weapon)Advanced knacks: none 

This skill covers the use of hooked weapons, such as grappling hooks and hook hand replacements. Hooks areusually 0k2 weapons.

Basic knacks: Attack (hook), Parry (hook)Advanced knacks: none 

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Knack Description

Engraving Engraving is the art of inscribing designs or text into a metal plate, often for use in printingpresses. This knack also covers woodcuts and etchings.

This is a new basic knack for the Forger and Merchant skills.

Excavation This knack is used when you need to remove a potential artefact from the ground quickly andwithout damaging it.

This is a new basic knack for the Archaeologist skill.

Heraldry This knack covers knowledge of coats-of-arms, banners, crests and the like, knowledge of thehistory, provenance and meanings behind them, and also the proper nomenclature for heraldicdevices.

This is a new advanced knack for the Courtier and Scholar skills.

Mimicry You know how to impersonate the voices of other people (their mannerisms, however, arecovered by the Acting knack).

This is a new advanced knack for the Performer skill.

Rowing You know how to pilot small rowing boats. This knack is typically rolled with Brawn.

This is a new basic knack for the Riverboat Pilot and Sailor skills.

Sleight ofHand

You know how to filch small items without others noticing. This is typically a contested roll ofFinesse + Sleight Of Hand against the observer's Wits.

This is a new advanced knack for the Criminal and Performer skills.

Skill Change

Ride The Ride knack must be purchased separately for different mounts (horse, camel, llama, elephant,etc). When buying a skill which has Ride as a basic knack, you get one rank in one specific mount,such as Ride (horse). You can buy ranks in different mounts as normal.

In addition, Ride (elephant) does not count as an advanced Rider knack, as specified in the Cathaysourcebook.

Throw /Catch

This knack replaces the Throwing knack found in the Athlete skill. In addition to the uses of theThrowing knack, it can be used to catch hold of falling or thrown objects.

This remains a basic knack for the Athlete skill, and is added (as a basic knack) to the Acrobat skill.

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Pepito Alvarez de Torres was the most infamous sadist in all of western Castille until his untimely death at thehands of Montaigne invaders. He developed a brand of swordplay that emphasised his penchant for tortureand cruelty, and found his calling within the ranks of the Inquisition. While he himself never became a KnightInquisitor, he taught many of their ranks the finer aspects of extracting truth from heretics and theirsupporters. They have since formalized his teachings, adding the more subtle aspects of an Inquisitor's life toits basic curriculum.

The Alvarez style has no particular insights into attack or defence, and borrows much from the Villanova

School for basic swordplay. What it relies upon is the knowledge of the exact location of nerve endings andpressure points, as well as the less scientific aspects of torture-craft, making it a particularly unsavoury school,especially for its victims.

The weakness of the Alvarez style is that it focuses so much upon inflicting pain that it does not pay as muchattention to the pragmatics of swordplay as it sometimes should. A focused barrage or careful riposte cancatch an Alvarez student off guard.

Students of the Alvarez School do not receive free membership in the Swordsman’s Guild; instead, they gain

the Scoundrel advantage.

Weapons Fencing sword

Source Castille

Note: Members of the Inquisition may buy this School as if it was from their home nation.

Skills Fencing, Spy

Knacks Beat (fencing), Disarm (fencing), Interrogation, Exploit Weakness (Alvarez)

Interrogation is considered to be a basic knack for Alvarez students.

Apprentice Alvarez students are capable of inflicting small, excruciating wounds during swordplay ratherthan attempting to slay their opponent. After a successful attack, you may opt to forego dealing

damage in order to make an immediate Intimidation repartee action, and possibly extractcrucial information from or break the will of your opponent.

Journeyman Journeymen learn to make their victims cower from them and beg for mercy. By making asuccessful Resolve + Interrogation check against TN 25 you can increase your Fear Rating by one(plus one for every two raises called) for the remainder of the scene.

Master A master of Alvarez is capable of twisting and digging his blade to drag out as much pain aspossible. When dealing damage, you may choose to make two separate damage rolls, each at a-2k1 penalty and requiring its own Brawn check.

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Angelo is a melee firearms School, in which the pistol is used for both attack and defence even after it hasbeen fired. Practitioners of Angelo usually carry multiple pistols, as the School does not recommend reloading

during combat.

The style developed in the back streets and alleyways of the Castillian city of Altamira, and was formalised byan organised crime syndicate who now teach the School to anyone willing to pay.

The School’s strength, and its mean weakness, is the use of pistols in close -quarters fighting – something theywere never designed to do. Opponents who know to target the weapon can make it much more difficult forthe Angelo fighter to strike back.

Unsurprisingly, students of this School do not gain free membership in the Swordsman’s Guild; instead they

gain one free rank in one of their Swordsman Knacks.

Note that when firing a pistol at an opponent, either from a distance or in melee, the Attack (firearms) knack isused. When hitting an opponent with a pistol, the Pommel Strike knack is used.

Weapons One or more pistols

Source Castille

Skills Dirty Fighting, Firearms

Knacks Corps-a-corps, Parry (improvised weapon), Pommel Strike (pistol), Exploit Weakness (Angelo)

Apprentice You can sheathe either or both pistols, and redraw new ones, as one action. In addition, yousuffer no offhand penalty when using two pistols.

Journeyman At this level of mastery, you may add your rank in Attack (dirty fighting) to your Attack(firearms) rolls made against melee opponents.

Master Once per round, after a successful Parry (improvised weapon) active defence or Attack(firearms) attack against a melee opponent, you may make a Pommel Strike attack. This follow-up attack must be against the same opponent, but does not require an action.

A noted Ussuran horseman throughout the 1540s, Ivan Banevsky never lived to see the School which nowbears his name, having passed away mere weeks after giving his consent to its founding. His grave is situatedin the grounds of the imposing building which now stands on the outskirts of Donskoy.

The focus of the Banevsky School is adaptability in combat. Banevsky students are taught to respond tochanges in the tide of battle with a resourcefulness not seen in other Schools.

The School’s weakness is the lack of any proper weapons training; opponents who are able to get past a

Banevsky horseman’s defences will find it relatively easy to defeat them. 

Students of the Banevsky School do not receive membership in the Swordsman’s Guild for free. Instead, they

gain a free rank in one of the School’s Swordsman Knacks.  

Weapons Unarmed combat from horseback

Source Ussura

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Skills Dirty Fighting, Rider

Knacks Charge, Corps-a-corps, Kick, Exploit Weakness (Banevsky)

Apprentice While on horseback, students of the Banevsky School receive a Free Raise to their Attack (dirtyfighting) rolls.

Journeyman While on horseback, you may spend an action to incite your mount to kick out at youropponents, using either its forelegs or hind legs. This attack is made with your Ride (horse)knack as the attack knack; it deals 3k2 damage.

Master At this level, you may apply the effects of your Charge knack to all your actions in the first roundof combat, rather than just the first action.

In his younger years, the renowned sailor and explorer Sir James Campbell held the oft-stated belief thatAvalon’s ship captains were no better educated or trained than many foreigners, and that this was a situation

which demanded to be remedied.

Some years later, after a successful privateering career, Campbell was finally in a position to put his ideas intopractice. The Campbell Naval Academy was built in Kirkwall, and in 1594 it opened its doors for the first time.

The Campbell Academy is unique in that its teaching comprises two distinct threads: ship-to-ship warfare(taught by some of Théah’s acknowledged authorities on tactical theory) and personal melee combat;

Campbell students are taught that a ship’s captain should be capable of using any piece of shipboard

paraphernalia as a weapon in case he needs to defend his ship from boarders without warning.The training students receive in ship-to-ship tactics is regarded as peerless by many critics, but the meleetechniques have certain flaws. Most notably, Campbell students are taught to use different sets of techniquesfor land and shipboard fighting; experienced opponents can sometimes force a Campbell fighter into using thewrong set of moves, and thereby gain an advantage.

This School is not sanctioned by the Swordsman’s Guild; students instead receive a 3 HP discount on theCommission (navy) advantage.

Weapons Cannons / improvised

Source Avalon (Highland Marches)

Skills Captain, Sailor

Knacks Attack (improvised weapon), Gunnery, Parry (improvised weapon), Exploit Weakness(Campbell)

Apprentice Due to your extensive shipboard training, you may add your mastery level to your BalancePassive Defence. In addition, you receive a Free Raise per mastery level to your Balance ActiveDefence.

When you are in charge of a ship, its Panache is treated as being 1 rank higher when in ship-to-ship combat.

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Journeyman You may use Balance as your default defence knack, in place of Footwork.

When you are in charge of a ship, its Wits and Finesse are treated as being 1 rank higher whenin ship-to-ship combat.

Master Your ship’s crew are treated as being two threat ratings higher when boarding another ship. 

When you are in charge of a ship, its Brawn is treated as being 1 rank higher when in ship-to-ship combat.

Capayim is a style of unarmed combat developed by the Crescent Yilan-bazlik tribe, which emphasises speed atall times. The Capayim student learns a collection of martial acrobatic styles allowing him to fight withoutweapons, which would only slow him down; he trades acrobatic punches and kicks with the same ferocity asan armed fighter.

Capayim practitioners often wear slightly tighter clothing than is usual in the heat of the Crescent Empire; thisis to ensure that the energetic movement favoured by this style is not slowed down by loose garments.

The weakness of this style is that its practitioners can quickly become exhausted, and must take care to pacethemselves appropriately. Opponents who are aware of this limitation can sometimes goad the Capayimfighter into tiring themselves out.

Capayim is unknown to the Swordsman’s Guild, so heroes learning the School do not automatically begin with

Guild membership.

Weapons None (unarmed combat)

Source Crescent Empire (Yilan’bazlik) 

Skills Acrobat, Dirty Fighting

Knacks Corps-á-corps, Double-Kick, Whirl, Exploit Weakness (Capayim)

Apprentice You know one martial acrobatic style from the list below.

You gain the Pugilism skill for free.

Journeyman You know one additional martial acrobatic style.

At the beginning of combat you must specify which style you are using; you immediately gain its

benefits and weaknesses. Changing between styles requires an action, during which you cannotactively defend.

Your speed makes you difficult to target accurately in combat; you gain a +5 bonus to yourFootwork and Balance Passive Defences.

Master You know all four martial acrobatic styles.

In addition, you have learned how to perform a leaping kick, in which you kick your opponentwhile somersaulting away from him. This is a normal Kick attack, except you gain a number ofdice equal to your rank in the Leaping knack which you can split between your attack roll andyour damage roll.

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Master As an attack action you can try to sweep the legs from under your opponent. Make an attackusing the Grapple knack, and take a number of raises equal to your opponent's Finesse; if yousucceed, your opponent takes no damage but has fallen to the ground; he is considered prone(TN 5 to hit) until he gets up, which takes an action.

Viola d’Arezzo was a Vodacce noblewoman skilled in the use of knives; unfortunately her small stature and lack

of strength made such weapons ineffective in her hands when compared to the skills of her companions. Thefirst day she picked up a pair of pistols she was hooked: here was a weapon that allowed her to be more than ahelpless woman and gave power into her hands. As a lone gunfighter surrounded by swordsmen, she enviedthe natural flair and style of their weapons and sought to transfer the same to the use of pistols, making use ofher own knowledge of knives to create a school that combined the power of firearms with the elegance ofsword-fighting.

The d’Arezzeo School  concentrates on speed and surprise, using guns in both hands (unless swinging fromropes) for maximum damage. Students of the School are encouraged to carry multiple pistols since reloadingduring a fight is extremely slow and leaves the fighter vulnerable.

The School’s main weakness is the need to carry multiple guns and when they’re out of bullets and weapons

they’re technically defenceless. 

Students of this School do not get free membership of the Swordsman’s Guild; instead they receive one extra

rank in a swordsman knack.

Weapons Pistols

Source Vodacce

Skills Athlete, Firearms

Knacks Flourish (firearms), Tagging (firearms), Trick Shooting (firearms), Exploit Weakness (d’Arezzo) 

Apprentice You can take a single action to:

  Sheathe either (or both) of your pistols and redraw new ones

  Draw and fire your pistols

 

Draw your pistols and use any of the School’s Swordsman knacks 

You suffer no offhand penalty when using two pistols.

Journeyman At this level, neither drawing nor sheathing your pistols takes an action; you may draw yourpistols, fire them and resheathe them as one action.

When attempting to gain the element of surprise, you may use Leaping, Rolling or Swinging inplace of your Ambush knack.

Additionally, you may fire a pistol when flourishing to gain a free raise to your Flourish roll.

Master You suffer no penalty for firing two pistols at the same opponent.

When wielding two pistols, each may be used to fire at a separate target as one action. Eachshot does the usual 4k3 damage.

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The Montaigne fencing academy which has come to be known as du Bois (due to its forest surroundings) is arelatively recent addition to the Swordsman’s Guild. 

The School is a compilation and a codification of what its creators considered to be the safest and mosteffective fencing manoeuvres from the most popular styles in general use. Their intention was to create andteach a composite style with all the benefits of the parent Schools but without their weaknesses.

In this they were partially successful; the resulting du Bois School is indeed a good all-round fencing style; itsstudents are proficient at various attacks and defensive manoeuvres. However, its weakness stems from a lackof originality; du Bois students are taught to strictly follow set patterns of moves, and can often be wrong-footed by an unusual step from an opponent.

Students of the du Bois School receive membership in the Swordsman’s Guild for free. 

Weapons Fencing sword

Source MontaigneSkills Athlete, Fencing

Knacks Beat, Disarm, Feint, Exploit Weakness (du Bois)

Apprentice The accuracy of the du Bois School is well-renowned; when making a called shot, the number ofRaises you must take on your roll is reduced by your mastery level (to a minimum of one).

Journeyman Whenever you make a successful Parry (fencing) Active Defence, you gain a bonus unkept die toadd to your next Attack (fencing) roll, plus one for each raise you took. These bonus dice are

cumulative, but are lost at the end of the current round.

Master You can make interrupt actions by spending only a single action, as opposed to the two actionsnormally required. However, you must take one Raise on your roll for every phase you areadvancing your action by.

The Durante School evolved from a collection of brutal hand-to-hand street fighting styles used by criminal

gangs from the back streets of various cities in Vodacce. It has since become synonymous with a group ofurban assassins and spies based in the city of Dionna.

The most significant weakness for practitioners of this style is their dependence on getting close to theiradversaries; an opponent who is able to keep a Durante fighter at a distance will have little trouble dispatchinghis assailant.

The Swordsman’s Guild does not regard this as an honourable School, and with good reason; its students donot gain membership in the Guild for free when buying this School. Instead, they receive a free rank in theirKick knack.

Weapons Unarmed

Source Vodacce

Skills Dirty Fighting, Guide

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Knacks Ambush, Kick, Side-step, Exploit Weakness (Durante)

Apprentice At Apprentice level, Durante students are taught that defence and speed are their two mosteffective allies.

You gain a Free Raise to your Footwork Active Defence. You also receive a +5 bonus to yourInitiative Total per Mastery Level.

Journeyman You have been trained to deliver a jab to the stomach with your knee to knock the wind out ofyour opponent. Make an Attack (dirty fighting) roll and take a number of Raises equal to youropponent's Resolve. If you hit, you have winded your opponent; you do 1k1 damage and youropponent loses his next action this round.

Master Durante masters are trained to fight in low light, and have learned how to make darkness workin their favour. Rather than the usual penalties for acting in darkness, they receive the followingbonuses (for combat actions only):

 

Low light: +1k0 (normally -2k2)

  Total darkness: +2k0 (normally -4k4)

The Fenne style evolved from a collection of primitive hunting techniques used by the native islanders ofMarcina. The island’s first colonists saw the hunters at work, taking their techniques (which were originally

used with sharpened stones) and modifying them for use with long throwing knives.

One of the advantages of the Fenne style is that it takes full advantage of the flexibility of the knife as aweapon; the style can be used in close-quarters combat or ranged combat, with equal effectiveness.

Interestingly, a large number of the native islanders now seem to prefer using the colonists’ techniques to

their own original hunting customs. The more philosophical colonists see this diluting of the local traditions asa disgrace, but their voices are drowned out in the roar of commerce and new enterprise which surrounds theArchipelago.

The most salient weakness of the Fenne style is that it was not, originally, designed for combat; while none candeny the effectiveness of the School’s techniques when applied to hunting in the jungles of t he Archipelago,these same techniques do not always translate well against modern swordsmen.

The Swordsman’s Guild has no interest in sanctioning the Fenne Style, so its students do not gain membership

for free. Instead, they receive a free rank in one of the School’s swordsman knacks. 

Weapons Throwing knives

Source Midnight Archipelago (Marcina)

Skills Hunter, Knife

Knacks Pin, Pommel Strike, Touch, Exploit Weakness (Fenne)

Apprentice You can use your Pommel Strike knack with a thrown knife as well as in melee.

In addition, you can add your rank in the Survival knack to your Footwork Passive Defence.

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Journeyman You can spend an action aiming before you throw your knife, visualising the path your knife willtake towards your opponent. If you do so, you receive a Free Raise to either your attack roll orto your damage roll. You gain no additional benefit for spending additional actions aiming.

Master At this level of mastery, the range of your thrown knives increases to 10 + 3 x Brawn yards.

Also, you have learned how to apply your skills as a huntsman to combat, allowing you to make

sudden surprise strikes; when you make an Attack (knife) or Throw (knife) attack, you may addtwice your rank in the Ambush knack to your roll.

The Forbicio School allows you to use your Sorte abilities in combat. The School teaches the use of improvisedweapons in tandem with simple unarmed combat techniques.

Fate witches generally disdain physical combat, so Forbicio is taught mainly as a self-defence style for young

Sorte strega.The weakness of the Forbicio style lies in its unusually formal teaching. Students of the School are taught tomove in an overly deliberate manner, and any opponent who is able to recognise these movements may beable to gain an advantage.

Heroes learning this style do not gain automatic membership in the Swordsman’s Guild. Instead they receive a

free rank in one of their Knacks.

Weapons Improvised weapon

Source Vodacce (available only to Sorte sorcerers)

Skills Athlete, Dirty Fighting

Knacks Bind (improvised weapon), Disarm (improvised weapon), Feint (improvised weapon), ExploitWeakness (Forbicio)

Apprentice Your control of the forces of fate means that you can prevent your improvised weapons frombreaking when their damage dice explode.

Journeyman If you spend an action to make a successful Wits + Swords roll against TN 20, you gain a numberof unkept dice equal to your Sorte mastery level for use against that opponent. These unkeptdice apply to attacks and active defences against that opponent, in a similar fashion to theExploit Weakness knack. You gain this bonus until the end of the combat.

You can use this ability more than once per combat, but you must choose a different opponentto target each time.

Master You have learned how to employ your fate magic to allow you to foresee and take steps toavoid mistakes. Once per combat, you can reroll a single attack roll, a single Active Defence, anda single damage roll.

In addition, you can spend a Drama Die to force an opponent to re-roll an attack or an ActiveDefence made against you. You may use this ability as often as you like, except that you cannotforce an opponent to re-roll a roll more than once.

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The Ghul’kir School allows you to hone the martial aspects of your Duman’kir sorcery for use in combat.

Practitioners of the Ghul’kir style are taught to give in to the canine aspect of their spirit and channel this

aggressive power during combat.

The Ghul’kir School does not teach the use of weapons, but as a Duman’kir sorcerer is capable of extending

viciously sharp claws at will the style can hardly be classed as unarmed.

The weakness of this style is, naturally, the feral nature taken on by the fighter. Opponents who are able tomaintain their composure against a Ghul’kir fighter will be at a significant advantage.  

Heroes learning the Ghul’kir style do not gain automatic membership in the Swordsman’s Guild. Instead they

receive a free rank in one of their Knacks.

Weapons Unarmed (claws)

Source Crescent Empire (available only to Duman’kir sorcerers) 

Skills Athlete, Dirty Fighting

Knacks Charge, Menace, Whirl, Exploit Weakness (Ghul’kir) 

Apprentice Whenever you have your claws extended, your barehanded damage rating (for Dirty Fighting,for example) becomes 1k2, +1 for each rank you have in the Fangs knack.

Journeyman You are able to use your enhanced senses to read your opponent and predict his intentions. Foreach rank you have in the Senses knack you gain a bonus of +2 to your Footwork Active Defenceand +1 to your Footwork Passive Defence.

Master At this level of mastery you have learned how to simultaneously rake your opponent with theclaws of both hands. As one action you may make two attack rolls using Attack (dirty fighting).Both attacks must be against the same opponent, and you may use this ability only once perround.

The peasants of the Ussuran province of Somojez have used spears for hunting and defence for more years

than can be counted. Theirs is a way of life unchanged for centuries, but recent developments may changethis.

Kei Grigori, formerly a Somojez hunter, has developed a style of spear-fighting which has begun to gathersome small degree of reputation, and ten years ago he agreed to open a School to teach his style to thosewishing to learn. He does not ask for money in exchange for his tuition, only the promise to uphold thetraditions of his motherland.

The sight of a Grigori spearman in action is one to take the breath away; the Grigori style is exceptionallyoffensive; its students are constantly attacking and moving forward.

The weakness of the style, if the word ‘weakness’ can be said to apply to such a potentially devastating array

of fighting techniques, is that only the most cursory attention is given to defence.

Despite recent overtures made to the Guild’s headquarters in Kirk, the Grigori School is not currently

recognised by the Swordsman’s Guild, and so students of this School do not gain membership for free. Instead ,they receive a free rank in one of their Swordsman Knacks.

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Weapons Spear

Source Ussura

Skills Polearm, Staff

Knacks Bind, Pommel Strike, Whirl, Exploit Weakness (Grigori)

Apprentice Students of the Grigori School train with different types of quarterstaffs and spears. A specialemphasis is placed on taking the techniques used for one type of weapon, and applying it to theother weapon.

You may add your rank in Attack (staff) to your Attack (polearm) rolls, and vice-versa.

Journeyman You can take an action to make a Pommel Strike attack with the butt of your spear when thebladed end is engaged in a Bind. This does not break the Bind, but you must take two Raises onthe attack.

Master When you make a successful Attack (polearm) attack with two Raises, you may follow it up withan immediate Pommel Strike attack with the butt of the spear. This attack does not require aseparate action. If this attack hits, it deals an automatic dramatic wound in addition to normaldamage.

The adaga is a famously difficult weapon to wield proficiently, and few have the patience to learn the myriadtechniques required for handling the weapon. For those who do take the time to master the weapon,however, it can be a powerful and deadly addition to any arsenal.

The Harrada School was set up at the behest of Sultan Timur to provide his armies with cohorts of trainedadaga fighters. Although its training is long and difficult, the School is a popular choice for those entering theSultan’s army due to the prestige given to those who are able to complete their instruction. 

The weakness of the Harrada School’s training is that it instils in its students a sense of urgency in combat

which can easily be turned into panic by a wily opponent.

Since the Swordsman’s Guild is unaware of this School, its students do not receive free membership in the

Guild; instead they gain a free rank in one of their Swordsman Knacks.

Weapons Adaga

Source Crescent Empire (Kurta’kir) Skills Buckler, Heavy Weapon, Knife

Knacks Lunge, Pommel Strike, Whirl, Exploit Weakness (Harrada)

Apprentice Since Harrada students learn three skills rather than two as their basic curriculum, they gain noadditional apprentice-level benefit.

Journeyman For each Raise called for damage when using an adaga, the Harrada Journeyman gains a +2bonus to his attack roll, to partially offset the increased TN to hit his opponent.

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Master Once per Scene you may take all your actions in a round at once. You must use all your actionsto attack, and your Passive Defence is lowered by 10 (to a minimum of 5) until your first actionnext round.

Note: This School is intended for NPCs only.

Little is known of the elusive band of assassins and spies from Tiakhar known as the Inkawi. What littleinformation is available comes from the tales told by the survivors of Inkawi raids, and they are few in number.

It is known that the Inkawi are most often encountered on the south side of Tiakhar, although the exactlocation of their base remains unknown. It is known that when they perform raids, they dress in loose-fittingdark grey and black clothes, and cover their faces.

It is believed by some that the Inkawi are in the pay of the ruler of Tiakhar, but this, again, is largely

speculation. If it is true, then perhaps there is some larger purpose or pattern behind their seemingly randomattacks.

The weakness of the Inkawi fighting style is that it concentrates on attacking from range; it is believed that ifan opponent could close in to melee range, much of their advantage would be lost. This theory remains largelyuntested, however.

Students of the Inkawi style do not receive membership in the Swordsman’s Guild for free. Instead, they gain a

free rank in one of their Swordsman Knacks.

Weapons Paku (Cathayan throwing spikes)

Source Cathay (Tiakhar)

Skills Exotic Thrown Weapons, Spy

Knacks Arc (paku), Missile Defence, Pin, Exploit Weakness (Inkawi)

Apprentice You may take an action one phase earlier than the number shown on your Action Dice. Youmust use this action to make an attack. You can use this ability a number of times equal to yourmastery level per round.

Journeyman You can draw and throw up to your Mastery Level in paku as one action. By taking one action todraw and a second action to throw, you may throw up to twice your mastery level in paku(ignoring the usual limit of three paku per throw).

Master For each successful attack you have previously made against a target, you deal an extra 1k0damage. The maximum bonus you may gain from this ability is 6k0.

When you are attacking a target within 10 ft, you gain two Free Raises to your attack roll.

Note: Heroes who know the Rogers School may learn Jack for 20 HP (35 XP).

The pirate ‘School’ known as Rogers is popular among those who find the laws of the land too restrictive, butthere are some who find the style’s reliance on tricks too showy or artificial for their tastes. One group of such

people have taken the Rogers style and modified its teachings to better reflect their more freewheeling needs.

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The Jack style gives less focus to tricks than its parent style, and instead emphasises the ability to adapt toone’s environment, opponents, and whatever weapons can be found.  

The most salient weakness of this School is that its teachings require its students to advance towards theiropponents at all times; opponents who are aware of this failing may be able to turn it to their advantage.

Like its parent style, the Jack School is not sanctioned by the Swordsman’s Guild; the Guild would never

consider it an honourable School, and no pirate is likely to request sanctioning in any case. As such, students ofJack do not receive free membership in the Guild; instead, they gain a free rank in Attack (improvised weapon).

Weapons Improvised

Source Pirate Nations

Skills Athlete, Dirty Fighting

Knacks Beat (improvised weapon), Disarm (improvised weapon), Pommel Strike (improvised weapon),Exploit Weakness (Jack)

Apprentice You may use Balance as your default Defence Knack rather than Footwork, and you gain +5 toyour Balance Active Defence rolls.

Journeyman At this level of mastery, you may treat any melee weapon as an improvised weapon (that is, youmay use your Knacks and Dirty Fighting knacks with the weapon, but still keep the weapon’s

damage rating rather than using the damage rating of an improvised weapon). However, anyrolls made with such a weapon are subject to two Raises (true improvised weapons are notsubject to this penalty).

Master At this level, the flashiness of the Rogers style makes its reappearance. When you use one ofyour Knacks, you may choose to take two Raises on the roll; if the roll is a success, you gain aDrama Die, which muse be used before the end of the round.

Per Janssen always wanted to be an actor, ever since he saw his first production; unfortunately, although hehad the looks and the timing, he simply didn’t have the acting ability. Not one to be easily discouraged, he

decided that even if he couldn’t become an actor, he’d have some sort of career in the theatre. He approached

various theatre companies and offered his services doing what he was best at  – fencing. He was soon hired toteach actors how to fence on stage.

Stage swordplay, Per soon discovered, was not the same as real swordplay. Audiences did not want to see theparry-disengage-riposte of classical fencing; they wanted spectacle and showmanship. After a few seasons, Perhad made some important changes to the way he taught swordsmanship, and the Janssen style was born.

Some years passed, and Per became a wealthy man. He no longer wished to travel with acting troupes, andretired to his native city of Kirk, forming the Janssen School. The School teaches largely non-lethal moves suchas pinning and tagging, but more traditional fencing techniques are not overlooked.

The style’s weakness, naturally, is that it no longer bears much resemblance to real combat; although students

of the Janssen style can usually act and bluff their way past most opponents, those who are aware of theSchool’s theatrical origins will be at a distinct advantage.  

The Swordsman’s Guild has investigated this School, but for the moment has decided against sanctioning it; it

was felt at the time that endorsing a deliberately theatrical School would cheapen the Guild’s reputation.

Students of Janssen, therefore, do not receive free membership; instead they gain a free rank in one of theirswordsman knacks.

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Weapons Fencing sword

Source Vendel

Skills Fencing, Performer

Knacks Bind, Flourish, Tagging, Exploit Weakness (Janssen)

Apprentice You gain a Free Raise per mastery level when making Repartee actions in combat.

Journeyman Journeymen of the Janssen School have been trained to show no fear; you receive a +10 bonusto resist the effects of Fear.

In addition, you gain the Showmanship advantage, if you do not already have it. If you do, yougain a free rank in one of your swordsman knacks.

Master When you make an attack that deals a Dramatic Wound, you receive a temporary Drama Die.This Drama Die must be used before the end of the current round or it is lost.

Developed by the mercenary horseman from whom it is named, Kazak embodies the thunder of approachingcavalry, the gleam of wickedly curved steel descending from horseback, and the blood-chilling war cries of afierce people. The niceties of standard fencing's feint and tag hold no place in the vicious directness of Kazak.

Mounted warriors of Ussura, the Kazaks have alternatively fought for the causes of the Gaius or the Boyars -generally whoever has the heaviest purse. Their savoured weapon is the sabre, or shashqa, and incorporates

aggressive slashing techniques from the back of swift-moving steppe ponies. Fearful accounts of the red-coated riders' fast and brutal methods only lend to credence to this style's vaunted effectiveness.

The obvious weakness of Kazak is it's reliance upon being mounted; if the horse can be taken out from underthe rider, much of the advantage is lost.

Students of the Kazak School do not receive membership in the Swordsman’s Guild for free; instead they gain

a free rank in one of their swordsman knacks.

Weapons Fencing weapon

Source Ussura

Skills Fencing, Rider

Knacks Beat (fencing), Lunge (fencing), Pommel Strike (fencing), Exploit Weakness (Kazak)

Apprentice Riding down infantry is a specialty of the Kazak School. You receive a Free Raise when attackingtargets on foot from horseback.

Journeyman A skilled rider and his mount move almost as one; the Journeyman receives a +5 to his RidePassive Defence. In addition, he receives a Free Raise to his Ride Active Defence while mounted.

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Master The ground-shaking charge of the Kazak Master is worthy of dread. When mounted and movingat a gallop, a successful fencing attack receives a bonus to damage equal to your initiative total.For every action die the Master holds before the charge (up to a maximum of their ranks in theRide knack) they gain a 1k0 bonus to their Attack (fencing) roll.

This special attack may only be used once per round and only when the swordsman has

sufficient room to build up momentum.

The Kinross School, situated on the outskirts of Kirkwall in the Highland Marches, has been training its studentsin the art of fencing for the last six decades.

The style of fencing taught by the School has a notable Montaigne influence, but this is tempered by itsfounder’s philosophy regarding the importance of self preservation. As a result, the Kinross School has gaineda reputation for attracting a certain calibre of student: young sons and daughters of minor aristocrats and

wealthy merchants who wish their offspring to have the best possible chance of surviving duels.

There is no denying that the School’s defensive techniques are particularly effective, and certainly among the

best taught on Théah, but its students are often the target of jokes, insults and accusations of cowardice.

Perhaps the most salient weakness of the Kinross style, apart from the lack of emphasis placed on offensivetechniques, is that its students are often so eager to prove their detractors wrong that they can be goaded intosituations in which their extensive array of defensive techniques can be used against them.

Students of the Kinross School automatically receive membership in the Swordsman’s Guild.  

Weapons Shortsword, knife

Source Avalon (Highland Marches)

Skills Fencing, Knife

Knacks Double-Parry (shortsword / knife), Line (shortsword), Wall of Steel (shortsword / knife), ExploitWeakness (Kinross)

Apprentice Students of the Kinross School receive a Free Raise to their Double-Parry Active Defence.

In addition, the penalty for wielding a knife in the offhand is negated.

Journeyman Once per round you may re-roll a failed Active Defence, as long as the defence knack used is

taught by this School (i.e., the knack is on the basic curriculum or is one of the School’sswordsman knacks).

Master At this level of mastery, Kinross students are almost untouchable in hand-to-hand combat.

You gain the ability to make an Active Defence with two Free Raises for the cost of one DramaDie. This ability does not take an action, and there is no limit to the number of times it may beused per round.

Although well-known in their native Ussura, the mercenary bowmen of the Kyrbatov School remain a relativemystery outside its borders.

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The School’s origins are unclear. Certainly it has been in existence for at least 80 years, but the exact date of its

founding is unknown. Similarly, its supposed founder, Sergei Kyrbatov, is widely supposed to have been merelya frontman for the School’s creators (if, indeed, he existed at all) –   but their motives for this act remainambiguous.

The School teaches its students a wide variety of techniques for using the bow, of which most students only

master a small fraction; its philosophy is that each bowman’s individuality is to be encouraged, resulting in lesspredictable combatants. This is purely a common-sense approach; mercenaries who have a variety of specialtechniques they can call upon are more likely to defeat their opponents, and are therefore worth more money.

The School’s focus on individuality allows its students a great deal of leeway when choosing their f ocus; thiscan be used to put them at a disadvantage, however, as a focus on one technique implies a lack of attentionpaid to another. Opponents who are broadly familiar with the School’s techniques will not find it difficult to

determine a hole in a particular student’s defences. 

The Swordsman’s Guild does not sanction the Kyrbatov School, so its students to not receive free membership;

instead, they receive a free rank in one of the School’s Swordsman Knacks.  

Weapons Bow

Source UssuraSkills Archer, Athlete

Knacks Pin, Snapshot, Trick Shooting, Exploit Weakness (Kyrbatov)

Note: Snapshot and Trick Shooting are considered basic knacks for students of the Kyrbatov

School.

Apprentice You know one bowmanship technique from the list below.

Journeyman You learn two more bowmanship techniques.Master You learn another two bowmanship techniques.

Note: Most techniques may be bought more than once, but no technique may be purchased more than 5times.

Technique Description

CripplingShot

When taking Raises on a shot for damage, your arrows do an extra +2 damage per Raise foreach time you buy this technique.

Hail ofArrows

When you make an attack, you may fire one additional arrow for each time you buy thistechnique. Make a separate attack roll for each arrow; each attack roll is subject to two Raisesper additional arrow fired. Roll damage for each arrow separately. Each arrow can target aseparate opponent, as long as they’re all more or less in the same direction.  

Last Line ofDefence

Each time you select this technique you gain a cumulative bonus of +2 to Attack (improvisedweapon) and Parry (improvised weapon) when using your bow to strike opponents in meleecombat.

Line ‘em Up  You may attack two or more opponents with a single arrow, using the normal rules forattacking multiple brutes. You gain +1k0 to such an attack roll for each time you buy thistechnique.

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Technique Description

LongDistanceShooting

Each time you buy this technique, your range penalties with a bow are reduced by 5 (to aminimum of 0).

Long Range Your maximum range with a bow is increased by 30 yards for each time you buy thistechnique.

Lucky Shot You may spend a Drama Die to re-roll a missed shot. You must take the result of the new roll.

Patience If you spend an action aiming an arrow at a specified opponent before firing, you gain a FreeRaise to your attack roll for each time you buy this technique.

Point BlankShooting

You suffer no range penalties for firing your bow at a target within 2 yards. You may take thistechnique more than once; each additional use increases your point blank range by 2 yards.

Quick Shot With this ability you may draw your bow, nock an arrow and fire it as one action.

Rapid Fire You may take one action to make two attacks with your bow, but each attack is subject to apenalty of -10. This ability can only be used once per round.

UncannyAccuracy

When taking a called shot with a bow, you gain +1k0 to your roll for each time you buy thistechnique.

Vault Each time you select this technique you gain a Free Raise to your Pole Vault rolls when usingyour bow.

Lenaghan is an Inish School which tries to get around the disadvantages inherent in using a knife by striking

rapidly and repeatedly.Padraig Lenaghan, the School’s originator, wanted to create a combat style that could be used to end

disagreements as quickly as possible without drawing undue attention; it therefore had to be silent and swift.In this he succeeded; the Lenaghan style is without doubt one of the fastest Schools taught in Théah.

The School’s weakness is that its techniques focus exclusively on speed, giving almost no thought to accuracy

or defence.

The Swordsman's Guild does not regard this as an honourable School; students do not gain membership forfree. Instead, they receive the Quick Draw advantage.

Weapons Knife

Source Avalon (Inismore)

Skills Athlete, Knife

Knacks Lunge, Pommel Strike, Reactions, Exploit Weakness (Lenaghan)

Apprentice Students of Lenaghan gain the Lightning Reflexes advantage for free.

Journeyman At this level, your reflexes are so attuned to combat that you may use the Lightning Reflexesadvantage twice per round.

Master Masters of the Lenaghan School are devastatingly fast in combat; you may roll and keep anextra action die each round.

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Little has changed in the mountains of the Cathayan kingdom of Khimal for many centuries, where peace andharmony are prized above all things. It comes as a surprise, then, that such an energetic and vigorous combat

style such as Lin Fu should have originated there.

Lin Fu is a fast, acrobatic style of martial arts, concentrating on speed and agility. It is physically demanding,and only a relatively small proportion of the School’s students reach the level of Master. 

Despite its seemingly aggressive style, Lin Fu practitioners tend to be calm and passive until threatened,treating the style as a discipline to be mastered rather than using it for hostile ends  – a reflection, perhaps, ofthe predominantly tranquil Khimali atmosphere.

The explosive pace of a Lin Fu fighter’s attacks, so often the style’s greatest advantage, can also be its

downfall; it is difficult for even a master of the style to keep such a punishing pace up for long, and anopponent who is able to prolong the fight can often win against the odds.

Students of Lin Fu do not receive membership in the Swordsman’s Guild for free. Instead, they gain a free rank

in one of their Swordsman Knacks.

Weapons Unarmed

Source Cathay (Khimal)

Skills Acrobat, Hard Martial Arts

Knacks Double-Kick, Reactions, Whirl, Exploit Weakness (Lin Fu)

Apprentice You gain a Free Raise to your Leaping knack.

Journeyman Lin Fu journeymen are a blur in combat, continually spinning around their opponents to attackfrom unexpected directions and deftly evading attacks against them.

Your opponent’s TN to be hit is lowered by 2 for each rank you have in the Leaping knack. In

addition, you may add your rank in Leaping to your TN to be hit.

Master At this level you can make two attacks as one action. You must use two different attack knacks,and they must both be knacks taught by this School (i.e., knacks in basic curriculum skills orKnacks). These attacks must be against different opponents. You may only use this ability onceper round, however, and each attack suffers a -10 penalty.

A name that creates fear in everybody that understands its history and significance, the family of Lorenzo wereperhaps the darkest personalities ever to grace Théah. Demon worshippers and summoners, poisoners,assassins, murderers; these are just a few of the names that this once great Vodacce family inspires. “Master

swordsmen” isn't usually heard, but that is largely because people prefer to forget that this ancient style everexisted than because the Lorenzo family could not hold their own in a duel.

This School teaches the swordsman to wait for an opportunity and then to follow up on it to the maximumpossible advantage, often waiting for several moments before suddenly leaping into action. It is a style thathas been borrowed from in many ways by more modern fencers - Torres swordsmen have taken something of

the Lorenzo's speed, but they apply it to defence rather than an attempt to kill. Even Veronica Ambrogia hasused some of this style, in the twist which each swordsman uses when he strikes.

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If this style has a weakness it would be that it tends to fall into a pattern. Anybody who has faced a LorenzoSwordsman several times will soon recognise it and be able to exploit it by carefully parrying the correct blowsto throw off their opponent.

Weapons Fencing sword

Source Vodacce

Skills Dirty Fighting, Fencing

Knacks Disarm (fencing), Pommel Strike (fencing), Twist (fencing), Exploit Weakness (Lorenzo)

Apprentice The student receives a Free Raise to Pommel Strike attempts.

Journeyman For making Attack (fencing) attacks, you may act in phases up to your mastery level earlier thanthe phases shown on your action dice.

Master Once per round, after making a successful Pommel Strike, you may immediately make a ThroatStrike attempt against the same opponent. This does not require an action.

The Mandeville School has its origins in the court of Avalon. Unusually for a nation renowned for theimportance placed on tradition and no-nonsense values, the style is very much about showmanship.

Part of the success of the School in recent years may lie in its approach to teaching the art of fencing. Incontrast to other Schools, which follow a more-or-less rigidly set curriculum, Mandeville students are free to

pursue a wider range of techniques. This philosophy of playing to one’s strengths seems to be an effective one,and it has made the Mandeville School popular not only with Avalon’s nobility, but also that of Montaigne. 

The weakness of the style lies in its tendency to trivialise the threat posed by opponents schooled in otherstyles.

The Mandeville School has been sanctioned by the Swordsman’s Guild; it s students gain membership in thissociety for free.

Weapons Fencing sword

Source Avalon, Montaigne

Skills Courtier, Fencing

Knacks Exploit Weakness (Mandeville)Any three of the following: Feint, Flourish, Tagging, Touch, Wall of Steel, Whirl

Apprentice Mandeville apprentices can choose three of their four Swordsman Knacks; this flexibility givesthem a certain advantage over other Swordsman Schools. As such, they receive no additionalapprentice-level ability.

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The Marchenko Conservatory in central Rurik has trained some of the most respected generals in recentUssuran history. Its students come from all over the country to enrol in the prestigious institution, in the sureknowledge that it has no peers within Ussura’s borders.  

Marchenko is unusual for a ‘commander’ School in that it teaches some limited hand -to-hand fightingtechniques alongside mass combat tactics. In this way, the School’s teachings can be used in individual melee

combat, which can give its students an advantage over those of other mass combat Schools. Marchenkostudents are taught to lead their troops from the front and to lead by example; those who show weakness orfear in the face of the enemy are removed from the School.

The most prominent limitation of a Marchenko student’s melee combat training is that he has been taught to

split his attention between his immediate situation and the wider battlefield condition of his troops.Opponents who know how to take advantage of this may be able to divert his attention away from their ownattacks for long enough to strike crucial blows.

This School is not sanctioned by the Swordsman’s Guild, and those students who learn it do not gain freemembership in the Guild. Instead, they receive a free rank in any advanced knack from the Commander skill.

Weapons Broadsword

Source Ussura

Skills Commander, Heavy Weapon

Knacks Orders (tactic), Exploit Weakness (Marchenko)

Apprentice You have been trained to be made of sterner stuff than lesser men. You may add 1k1 to checksto resist the effects of fear and the Intimidation repartee action.

Journeyman At this mastery level, you may add 2k2 to checks to resist the effects of fear and theIntimidation repartee action.

When engaged in mass combat, any allies within line-of-sight receive a bonus of 2k1 to theirmass combat rolls. You, however, do not benefit from this bonus.

Master You may now add 3k3 to checks to resist the effects of fear and the Intimidation reparteeaction.

Your broadsword attacks are so powerful that they cannot be parried. Your opponents must usea defence knack other than Parry to avoid being hit.

Although the quarterstaff is typically seen as a peasant’s weapon, in properly trained hands it can offer certain

unexpected advantages – for example, the use of a stout quarterstaff affords additional movement options notusually open to the Mian Gwon student’s opponent. 

The weakness of this style is that the quarterstaff is so weighty that it is not an especially mobile weapon; anopponent able to quickly get past it will have little difficulty defeating the wielder.

Instead of membership in the Swordsman’s Guild, heroes receive a free rank in the Pole Vault knack. 

Weapons Quarterstaff

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Source Cathay (Han Hua)

Skills Acrobat, Staff

Knacks Double Attack (staff / staff), Double Kick, Pommel Strike (staff), Exploit Weakness (Mian Gwon)

Note that the Pole Vault knack is considered to be an advanced knack in the Acrobat skill for

Mian Gwon students.

Apprentice The Mian Gwon student is first trained to use the staff to balance on while kicking multipleopponents. You may add twice your ranks in Pole Vault to your Double Kick attack.

Additionally, you gain a Free Raise to your Parry (staff) Active Defence.

Journeyman Mian Gwon journeymen have learned to use the staff’s size and weight to protect themselves

from attack by rapidly spinning their weapon around them.

You must take an action to initiate this manoeuvre. From this point on you receive a +2 bonusto your Footwork Active Defence for each rank you have in Parry (staff).

You may attack and move as normal while you are spinning your staff.

Master The experienced Mian Gwon fighter has learned to use the staff to pole vault over hisopponent, using the momentum of this jump to aid a mighty swing.

If you successfully Pole Vault over your opponent (TN 20), you may spend an action (which doesnot need to be a legal action for the current phase) to immediately make a Haymaker attackagainst them. You gain two Free Raises for this attack, but it may only be performed once perround.

When one thinks of Inish fighters, the image of a red-haired, muscled, barely-civilised boxer springs readily tomind. This stereotype is one which the founders of the O’Connell School would very much like to do awaywith. The School is unusual in that it teaches the use of the mace, which many see as an anachronistic choicefor this enlightened modern age.

The O’Connell Academy is situated in the heart of the Inish town of Newport, and for some years now has

accepted students from all walks of life; nobles and farmers are equally welcome.

The only weakness in the School’s training stems directly from the choice of weapon; maces tend to be heavy

and unresponsive at best, and the School does not compensate for this  –  indeed, its teaching tends toaccentuate the wild swinging which other Schools would regard as dangerously uncontrollable.

Students of the O’Connell School do not receive free membership in the Swordsman’s Guild. Instead, they gain

a free rank in the Beat knack.

Weapons Mace

Source Avalon (Inismore)

Skills Athlete, Blunt Weapon

Knacks Beat, Bind, Pommel Strike, Exploit Weakness (O’Connell) 

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Apprentice The strikes of the O’Connell School are noteworthy for their strength, using the momentum of

the mace to drive their attacks home. You receive a Free Raise when making a Beat attack.

Journeyman Although the attacks of an O’Connell fighter are often wild, their sheer momentum often makes

them well-nigh unstoppable. You can remove any number of unkept dice from your Attack(blunt weapon) roll and add them to your damage roll.

Master After making a successful Bind attack, you may follow up with a free Pommel Strike attack,which does not require an additional action. This attack does not break the bind, and youropponent cannot parry the attack with the bound weapon.

A priest of unorthodox disciplines, Padre Ramon Santiago Ortega was known for his philosophy of“ pensamientos”, or deep thoughts, used to guide actions. He applied these proverbs most often within his

eclectic university, which taught everything from theology to swordplay. After his assassination, his daughterand student, Inez Rodriguez Ortega, began an order of philosopher swordsmen to fight the Inquisition.

The concentrated discipline of the Ortega style of swordplay allows for impenetrable focus. No disciple ofOrtega's is allowed to graduate if anything proves a distraction to him or her, as focus is the key to victory.Their studies provide for a calculating wit that gives their mind as much edge as their blades.

The narrow focus of an Ortega fencer allows more open minded opponents to use non-traditional techniquesto pass as ‘distractions’, right through any defences. 

Students of the Ortega School gain membership in the Swordsman’s Guild for free.  

Weapons Fencing swordSource (Occupied) Castille

Skills Fencing, Scholar

Knacks Disarm (fencing), Feint (fencing), Lunge (fencing), Exploit Weakness (Ortega)

Apprentice “You must focus to be able to see the details.”  

You may choose to give up action dice in order to deal extra kept damage dice, should the blow

cause damage. You may give up as many action dice as you desire, on a one-for-one basis. Thismust be declared before the attack roll is made; if you miss, the sacrificed actions are wasted.

Journeyman “To remember the words, you must remember the meaning.”  

By recalling just the right saying at the right time, an Ortega student can gain the inspiration todefeat his opponent. A journeyman may spend an action to concentrate and roll his Resolve +Philosophy, TN 20. Success grants a Drama Die usable only for this combat, with an additionalDrama Die for each Raise called.

Master “To master the blade, you must first master your heart.”  

When in a duel that involves something of great importance to him, an Ortega master can turnhis emotions into deadly focus. If combat involves one of your backgrounds, all your attacks and

Active Defences gain a number of unkept dice equal to the number of points in the background.

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Many of the most well-known Vodacce fencing academies are associated with the country’s noble families,

teaching styles handed down from generation to generation like heirlooms. Members of less prominent

families would often be denied admission to such Schools, but fortunately there are other options to choosefrom; a variety of smaller academies have existed alongside the more well-known Schools for many years.Among these stands the well-respected Pietro Monte School.

This (comparatively new) School has attracted a certain degree of notoriety due to its insistence on a secretiveinitiation ceremony for new apprentices; these men and women are made to promise to keep the exact natureof the ceremony a secret, and as yet none have broken this vow.

Perhaps in part due to the sense of mystery surrounding it, the Pietro Monte School is now one of the morepopular of the smaller Vodacce fencing academies, and (it is rumoured) counts several notable personalitiesamong its membership.

The weakness of the Pietro Monte School is the overconfidence engendered in its students. The School

teaches that its techniques are so wholly superior to those of other Schools that practitioners of the styleshould rightly look down upon other fencing styles; in this way they can become careless, and opponents whoare aware of this failing can deliberately make their attacks and parries seem amateurish, and thus gain anadvantage.

Students of the Pietro Monte School receive membership in the Swordsman’s Guild for free.  

Weapons Fencing sword

Source Vodacce

Skills Athlete, Fencing

Knacks Beat, Bind, Riposte, Exploit Weakness (Pietro Monte)

Apprentice Students of the Pietro Monte School are known for the strength of their binds; when you usethe Bind knack to trap an opponent’s weapon, your opponent must take a number   of raisesequal to your Mastery Level to break free of the bind.

Journeyman At this level of mastery, the Pietro Monte School teaches lightning-fast counterparries anddisengages.

When using Riposte, you gain a bonus unkept die on your attack if the parry is successful, plusan additional unkept die for each Raise you took on your parry.

Master Masters of the Pietro Monte style have been taught to use their renown to great effect, andmay spend Reputation Dice to gain Drama Dice during combat.

You can spend two Reputation Dice (following the normal rules for using reputation) to gain aDrama Die, which must be used before the end of the combat or it is lost.

The Tashili throwing ring, or chakram, is not often encountered outside the jungles of Tashil, as it is a difficultweapon to master. In the hands of an expert it can be made to bounce off surfaces and return to the hand of

the thrower, but few devote the necessary time and energies towards its mastery.

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The fighting style known as Ramachandra addresses this problem by combining the exotic chakram with moretypical martial arts techniques for melee combat.

Although the Ramachandra style is well-suited to dispatching opponents from a safe distance, it is lesseffective against melee opponents. Knowledgeable opponents will quickly try to close the gap between themand their attacker, which often negates the Ramachandra fighter’s advantage. 

Heroes learning this School do not receive membership in the Swordsman’s Guild for free. Instead, theyreceive a free rank in one of their Swordsman Knacks.

Weapons Chakram (Cathayan throwing ring)

Source Cathay (Tashil)

Skills Exotic Thrown Weapons, Hard Martial Arts

Knacks Arc, Retrieve, Ricochet, Exploit Weakness (Ramachandra)

Apprentice When making an attack, you may act one phase earlier than the number shown on your actiondie. You may use this ability a number of times per round equal to your Mastery Level.

Journeyman At this level, you are capable of throwing your chakram with devastating force and accuracy.

You may declare Raises for damage after you roll to hit, up to a maximum equal to the numberof ranks you have in your Brawn trait.

Master At master level, the focus of your training shifts to unarmed hand-to-hand combat, as acomplement to your ranged combat abilities.

You receive no penalty for using Hard Martial Arts knacks untrained (i.e., a roll of 10 counts as10 rather than 0, your dice explode if you are not Crippled, and the TN is not increased by 5).

The Schaller Swordsman School is not taught as part of a disciplined curriculum as with many of the Schoolsthat have formed in the Academies of Eisen. Instead it has been taught by the woodsmen, farm-hands andhuntsman of the wild towns in Eisen. Most small communities have a handful of hardy workers trained in thisstyle to defend the populace if beasts or raiders should seek to attack the farmsteads.

In essence the style is taught for those who simply want to be able to protect themselves from either banditraids or attacks by wild monsters. The swordsman uses a heavy axe, usually held in one hand, and the off-hand

fends off attacks and also punches out to catch an opponent blind-sided.The axe is a vicious and brutal weapon, and those trained in Schaller seek to use it to down an opponentquickly, relying on its sheer weight to knock them down and out. At the same time the wielder can use it toblock attacks and strike with the butt, which makes it very versatile.

Most users wear thick leather gauntlets to protect their hands whilst working, these double up though as theycan be used to slap lighter weapons aside, or even to grasp swords whilst the axe is swung round to crush andmaul. The fist is an intricate part of this style and many have become unstuck when the axe is shifted into onehand and a heavy left hook thunders into a bandit's jaw.

The weakness of this school is fairly obvious; its adherents have many options open to them, and the choice ofmanoeuvre can often cause hesitation and indecision. These moments are simple to take advantage of as thestudent of a more rigid style is more certain of their next move, and thus often quicker. A fighter taught in the

Schaller style, can find himself caught with a sudden blow whilst just switching to the next move.

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The Schaller School does not give free membership to the Swordsman Guild; instead the student gains a freeRank in one of their Swordsman Knacks.

Weapons Axe

Source Eisen

Skills Heavy Weapon, PugilismKnacks Beat (heavy weapon), Bind (pugilism), Corps-á-corps, Exploit Weakness (Schaller)

Apprentice The first thing learnt is the ability to change the grip on a weighty axe and wield it with onehand. The Apprentice may wield an axe (using the Heavy Weapon skill) one handed withoutpenalty.

Additionally, after an attack misses your Passive Defence you may make an immediate Attack(pugilism), Jab or Uppercut attack, but you TN drops to 5 until the end of the next phase in

which you act.

Journeyman The Journeyman is able to weigh his options and chose where to focus his efforts at each stageof the fight. Each round, the student gains a pool of kept dice equal to his mastery level. Thesedice may be spent on any single roll involving a knack taught by this School (that is, aSwordsman knack or a knack from a skill in the basic curriculum).

Master At this level of skill the style really comes into it's own as the user is able to wield the blade withfreedom and versatility. After you make an attack, you may give up your next action die toattack again immediately, but your attack must be from the Heavy Weapon or Pugilism skills,and cannot be the same knack used for the initial attack.

The branch of the Rilasciare known as the Guerrilla Alliance has used grenades and other explosive devicesfrom almost the moment they were invented. Recently, however, they have begun to develop and codifytechniques for constructing and using grenades in the hope that they can be made safer for the grenadier.

The new School that developed out of this teaching was named Subitus by John Lachland, one of its pioneers,as a joke in poor taste.

This School is not accredited to the Swordsman's Guild. Instead, students gain a free rank in one of theirswordsman knacks.

Weapons Grenades

Source Available to members of the Rilasciare Guerrilla Alliance only

Skills Arson, Bomb-making

Knacks Arc (grenade), Fuses, Throwing, Trick Shooting (grenade)

Note: The Fuses knack is considered to be a basic knack for you.

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Apprentice You have learnt special chemical mixtures which you can use when constructing grenades orbombs. The effects of these mixtures apply whoever uses the resulting device.

To create a grenade with these mixtures, follow the rules for creating a normal grenade orbomb and then roll Wits + Natural Philosophy against a TN of 25 to add the mixture.

The chemicals used to create these mixtures cost 12G per grenade, and the equipment required(flasks, burners, tubing and so on, which can be reused) costs 50G.

Journeyman When you light the fuse on a grenade or bomb, the GM rolls your mastery level in dice (whichdo not explode; 0s are treated as 0s rather than 10s). You are given the option of choosingwhich result you want to use for the length of the fuse, but you can specify only that you wantthe shorter or longer result (or middle if you are a Master).

You gain a free rank in Fuses, which can raise it to rank 6. If it does not, you can later raise itfrom rank 5 to rank 6 by spending 25 XP.

Master After using your Journeyman ability, you may make a Wits + Fuses check against TN 20. If

successful, you know exactly how many phases are left before the device explodes.

Mixture Effect

Blindingflash

This mixture uses magnesium to create a blinding flash of light when the device explodes. Theflash can be coloured by adding certain chemicals to the mixture.

Does 2k1 damage, and anyone within 20ft must make a Wits check or be blinded for 2k1phases, losing 2 kept dice from all actions.

Deafeningnoise

By packing in more powder in a specific way, you can make the sound of explosion muchlouder.

Does 3k2 damage, and anyone within 30ft must make a Wits check or be deafened for 2k1phases, losing 2 unkept dice from all actions.

Incendiary This mixture uses phosphorus to burn with an intense heat.

Does 3k3 damage, and anything flammable within a 10ft radius is automatically set on fire, andtakes damage each round until put out.

Smoke Certain chemicals can be used to give off clouds of smoke. The smoke can be coloured byadding dyes to the mixture.

Does not explode or do damage, but instead fills a 20ft radius with smoke for 2k1 rounds, givingtwo FR to Stealth checks. Combatants in the affected area gain +5 to PD, two FR to AD againstmelee weapons, and five FR to AD against missile weapons.

The culture of the Six Kingdoms, and perhaps of Han Hua in particular, is traditionally seen as being morallyupright and proper. Like all cultures, however, the Six Kingdoms have a darker side; its underworld may take adifferent form to that found in other parts of Théah, but it is no less lawless for that.

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The style of combat known as Takao Mao originated from a combination of a number of smaller styles, manyof them consisting of only one or two manoeuvres. Unusually, the resulting style encourages the use of knivesfor both melee and ranged combat, along with some simple martial arts for close-quarters fighting.

The weakness of the style stems from its origins; the original manoeuvres cannot always be made to blendtogether seamlessly, leaving occasional openings in a Takao Mao fighter’s defence.  

Rather than gaining membership in the Swordsman’s Guild, heroes who learn this School receive the QuickDraw advantage to reflect the School’s focus on the ability to effectively wield multiple knives.

Weapons Knives

Source Cathay (Han Hua)

Skills Knife, Soft Martial Arts

Knacks Pin, Ricochet, Whirl, Exploit Weakness (Takao Mao)

Apprentice Takao Mao students have developed the ability to use your weapons as an aide to defence,even when they are not using them to parry. Whenever you are wielding a knife in each handyou gain a bonus to your Footwork Passive Defence equal to your Attack (knife) rank and a FreeRaise to your Footwork Active Defence.

In addition, you suffer no penalty for wielding a knife in your off-hand.

Journeyman You have learned to strike more accurately with your knives, at the expense of power. You mayforfeit any number of unkept damage dice; each die you forfeit may be added to your attack roll(either melee or ranged).

Master At this level, the Takao Mao student has learned new tricks with which to complement his knifeskills. He may choose any two of the following knacks and begin to learn them as if they were

Knacks.  Arc (knife)

  Double Attack (knife / knife)

  Double Parry (knife / knife)

  Tagging (knife)

  Trick Throwing (knife)

Tao Zhe is a martial arts style that encourages the use of the power of meditation to increase its practitioners’

fighting abilities. It has proved to be an especially popular style amongst the more ascetic courtiers andbureaucrats, but is almost equally well known throughout Cathay.

The style has been described by some observers as being both slow and fast at the same time; combat istypified by periods of apparent inaction punctuated by bursts of movement.

The weakness of this style is that it can sometimes lead to hesitation or inaction on the part of its practitionersas they struggle to retain their inner harmony and balance during combat.

Instead of membership in the Swordsman’s Guild, heroes receive a free rank in the Meditation knack. 

Weapons Unarmed

Source Cathay (Han Hua)

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Skills Feng Shui Shi, Soft Martial Arts

Knacks Kick, Knife Hand, Side-step, Exploit Weakness (Tao Zhe)

Apprentice You have learned to harness your inner tranquillity to lend grace to your movements.

You gain a bonus to your Yield Active Defence equal to twice your rank in the Meditation knack.

Journeyman At this level, you can put yourself into a kind of waking trance at will, which allows you to shrugoff damage. Your wound checks become Brawn + Meditation.

Master You may choose to forego making an attack in order to observe your opponent, carefullyconsidering his movement and abilities. To do this, spend an action to make a Wits +Meditation check against a TN equal to 10 + 5 times your opponent’s Wits. If you succeed, you

gain a bonus of 1k1 to your next attack against him (or Active Defence against his attack), plus1k0 for each Raise you take. This bonus is cumulative if you use this ability repeatedly, but mustbe used by the end of the round or it disappears.

Tejårmen is one of the ancient fighting styles of the Vestenmannavnjar raiders, kept alive today by a fewisolated clans on the fringes of civilisation. It is a purely offensive style which uses the warhammer  – not asubtle weapon by any means.

When the style was more prevalent, the use of metal armour was commonplace; the Tejårmen fighter usedthe weapon’s weight to dent and buckle such protection, making it useless. As metal armour became less

widespread, however, the Tejårmen style fell out of favour amongst the Vestenmannavnjar.The primary weakness of the Tejårmen style is the lack of attention paid to self-preservation; traditionally,Tejårmen fighters are supposed to give no thought to wounds which would possibly maim or kill lesser men.

The style has not been brought before the Swordsman’s Guild for sanctioning, and in any case the framework

for teaching the style as a sanctioned School doesn’t really exist, so Tejårmen students do not receive free

membership in the Guild. Instead, they gain the Legendary Trait (Brawn) advantage.

Weapons Warhammer

Source Vesten

Skills Blunt Weapon, Heavy Weapon

Knacks Beat, Charge, Corps-á-corps, Exploit Weakness (Tejårmen)

Apprentice If you are wielding your warhammer one-handed, you may spend an action to build up itsmomentum; your next action must be an attack using the Attack (blunt weapon) knack, whichgains a Free Raise per mastery level.

Journeyman Your attacks are so powerful that they cannot be parried; when you make an attack with awarhammer your opponent may not use any Parry knack as his defence knack.

Master You have learned how to turn your opponent’s strength against him; when you make a

successful hit you may spend a Drama Die to add your opponent’s Brawn (as well as your own,as normal) to the damage roll.

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Tie Nara Doh is the ancient art of the bowmen of Koryo, practised in the seclus ion of the country’s massive

forests for many hundreds of years. Its teachings have remained mostly unchanged for as long as records exist,

and include the handing down of traditional knowledge about the best types of wood for crafting bows andthe best types of feathers for fletching arrows.

The style teaches two distinct paces: rapid shots, which are quickly nocked and launched, and slower, aimedshots, which allow the Tie Nara Doh archer a degree of control over his arrows which is unsurpassed.

The most significant weakness of the Tie Nara Doh School is its reliance on using either the relatively wild snapshots or the much slower aimed shots; bowmen used to these paces can be put at a disadvantage by skilledopponents.

This School is not sanctioned by the Swordsman’s Guild. Instead of free membership in the Guild, the School’s

students receive a free rank in one of the School’s swordsman knacks instead.  

Weapons Bow

Source Cathay (Koryo)

Skills Archer, Athlete

Knacks Arc, Pin, Snapshot, Exploit Weakness (Tie Nara Doh)

Note that Snapshot is considered to be a basic knack for students of the Tie Nara Doh School.

Apprentice You may spend one action per mastery level aiming your shot (this is in addition to the actionrequired to draw and nock a new arrow). For each action spent, you receive +1k0 to your attack

roll.

Journeyman For each action you spend aiming, as above, the number of Raises you need to take to make acalled shot is reduced by 1. This is in addition to the effect of your Apprentice level ability.

Master For each action you spend aiming, as above, you receive +1k0 to your damage roll. This is inaddition to the effect of your Apprentice and Journeyman level abilities.

As told in the voice of Caesar Vestini, noted historian:

“The Ambrogia style was responsible for the decline of many lesser Schools. Among these was the Velena

School, which was developed by the Serrano family during the height of their power. It used a rapier in themain hand, and a stiletto in the off. As one would expect, the Velena School made extensive use of poisons,which in many ways accounts for the low popularity of the School even before the rise of the Ambrogia School.First, the use of poison removes the Velena School from the realm of formal duelling, as it is not at allhonourable, even in Vodacce, though I am sure that many of my readers believe that all things in Vodacce aresettled with a poisoned knife. Second, without poisons of sufficient strength, the School is nearly useless, andonly the Serrano possessed the knowledge and resources to truly make deadly use of the Velena style. Finally,the reliance of the Velena School upon poison, and the time a student had to spend studying poison, meantthat no other skills were developed. There is no stop-thrust, for which the Villanova School is famous. Noballed fist, as one sees in the Lucani, or daring lunge from the Bernoulli. Not even the feint, riposte or beatupon which so many modern Schools justly rely.

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“However, with an understanding of poison, the Velena style was fearsome indeed. The Velena duellist has analmost supernatural ability to strike with such precision as to just barely cut the skin, allowing the poison to doits work. It was not uncommon to see a Velena duellist's opponent fall to the ground, screaming in pain, afteronly the barest of touches. The Velena duellist could also execute a surprising throw of the stiletto, striking anopponent at a distance at no great cost to himself, as the stiletto was not truly used for parrying. Finally,practitioners of the Velena style knew where their resources lay, and how to retain them. Many great

swordsmen lost their lives after a critical disarm failed to remove their Velena-trained opponent's weapon forthe picture.

“All of this being said, the Velena School's weaknesses are easy to spot; this was another source ofunpopularity. Once a skilled swordsman realized that there was no special danger from any trick but the touch,it became a simple matter to simply not get hit. Even the best Velena duellists were easily defeated by a quickhalf-blade beat, or a well placed pommel strike.” 

Since the School uses poison, the Swordsman's Guild does not endorse it. Instead of membership in the Guild,students of this School gain a free rank in one of their swordsman knacks.

Weapons Fencing sword, stiletto knife

Source Vodacce

Skills Fencing, Knife

Knacks Poison, Throw (stiletto), Touch (fencing), Exploit Weakness (Velena)

Poison is considered to be a basic knack for students of the Velena School.

Apprentice Velena swordsmen are trained to use the stiletto in the off hand, negating their off handpenalty with it.

Also, Velena swordsmen are taught to keep their weapons in hand at all costs; without their

blades, the poison cannot work. The Velena duellist's mastery level x 3 is added to the difficultyof all attempts to disarm him.

Journeyman The Seranno family, and by extension Velena duellists, were notorious for their skill withpoison. At this level, the Velena swordsman receives a free rank in the Poison knack. This mayraise it to rank 6, and if it does not, the swordsman may later raise it to rank 6 by spending 25XP.

The Velena duellist may also, at this level, choose one poison to which he is immune.

Master The Master of Velena makes his touches effortlessly; his Touch knack is increased from rank 5to rank 6.

Because of his continued use of poison, he gains another free immunity, for a total of two.

Verlaine is an energetic Swordsman School that emphasises continuous acrobatic movement as a means tooverwhelm your opponent; students of this School are trained to somersault, cartwheel and roll around theirfoes, rarely staying still for more than a few seconds at a time. Students are taught to wield a pair of longknives, more suited to the School’s energetic outlook than a fencing weapon or longsword. Verlaine Masters

are taught a special manoeuvre known as the Coup de Verlaine, which is never taught to outsiders.

This School came about when a Montaigne knife fighter witnessed an apprentice Soldano duellist defeat aswordsman of much greater ability, purely on the strength of his School’s barely -controlled flourishes and

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untiring athleticism. He began to wonder how much more effective such a chaotic style might be with knivesrather than rapiers, the lighter weapons allowing for a more acrobatic, almost theatrical style.

The major weakness of the Verlaine School lies in its dependence on movement; Verlaine fighters rarely stay inthe same place for long. Those familiar with the style develop the ability to read their opponent’s body

language to discern where they are going to move, which gives them a certain advantage; if you know where

your opponent is going to move, you know where the surprise attacks will be coming from  –  and moreimportantly you know where to make your own attack.

Verlaine is not currently sanctioned by the Swordsman’s Guild, so students of the School do not automatically

start with Guild membership; instead they receive a free rank in Leaping.

Weapons Two knives

Source Montaigne

Skills Acrobat, Knife

Knacks Flourish (knife), Riposte (knife), Whirl (knife), Exploit Weakness (Verlaine)

Apprentice Apprentices of the Verlaine School are taught to use their acrobatic training to make flashy,exaggerated somersaults and dive rolls during combat to overwhelm their opponents and getinto better positions. You may take an action to perform an acrobatic manoeuvre; test Finesse +Leaping (other Acrobat knacks, such as Rolling or Swinging, might also be appropriate) againstTN 20. If you succeed, you receive a Free Raise to all Knife knacks until the end of the round.This bonus is not cumulative for multiple acrobatic actions in the same round.

In addition, students of this School negate the offhand penalty when wielding two knives.

Journeyman Verlaine Journeymen are taught that their acrobatics can give them a defensive edge in combat.You may add twice your rank in Leaping to your Passive Defence when using an Acrobat knack

or Parry (knife) as your defence knack.

Master Masters of this School are taught the secret of the manoeuvre known as the Coup de Verlaine,in which the Verlaine Master spins towards his opponent to deliver a devastating dual knifethrust.

To employ this secret move, the Verlaine Master requires two actions (only one of which mustbe ‘legal’ for the current phase). He attacks using the Attack (knife) knack, causing one

automatic Dramatic Wound on a successful hit before damage is calculated. In addition, he maycall Raises for damage after making the attack roll. The opponent cannot Actively Defendagainst this attack.

This move can only be attempted once per Scene.

Since the Coup de Verlaine  is a secret move, the Verlaine Master must ensure that any whoexperience it do not remember it; if his opponent is not Knocked Out by this attack, theVerlaine Master loses a Drama Die which is given to the GM.

The Voûteur School allows you to use some of your Porté abilities in combat. A practitioner of the Voûteurstyle, also known as a Voûteur, is taught a collection of methods which work to speed up the process ofopening small Porté holes.

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The style is very young, having been developed only since l’Empereur made the open use of Porté more

acceptable. Since its inception, however, it has proved more popular than its creators could have imagined. Itis now officially taught at the Chateau d’Errinet outside Charouse.  

The weakness of the Voûteur style is in the time it takes to open a Porté hole. An opponent who has beentrained to recognise the sorcerer’s movements gains a few seconds of opportunity in which to strike when the

sorcerer is unable to defend effectively.Heroes with the Voûteur style do not gain automatic membership in the Swordsman’s Guild. Instead they

receive a free rank in one of their Knacks.

Weapons Unarmed

Source Montaigne (available only to Porté sorcerers)

Skills Athlete, Pugilism

Knacks Corps-a-corps, Hook (unarmed), Tagging (unarmed), Exploit Weakness (Voûteur)

Apprentice You gain a number of Free Raises to your Catch Active Defence equal to your mastery level inthis School.

Journeyman At this level of mastery, you gain the ability to spend two actions to punch through a Porté holein order to take your opponent by surprise, granting you a bonus to your Attack (pugilism) rollequal to five times your Porté mastery level.

If you take two Raises on your roll, your opponent may not attempt to actively defend againstyour attack.

Master You may gain the bonus from your journeyman ability for any attack from the Pugilism or DirtyFighting skills.

In addition, your journeyman ability now requires only one action to perform.

Gerhardt Weiß (pronounced ‘vice’), an Eisen aristocrat and noted field general, held for years a reputation for

being unbeatable in a duel. This invincibility, he maintained, was due to his wide range of fencing techniques.He claimed to have mastered every move it was possible to make with a rapier; while this assertion is almostcertainly false, he undoubtedly knew a wider variety of moves than his peers.

In style, the Weiß School probably stems from the same ancient root as the Donovan School; the use of abuckler for defence, coupled with a fencing sword rather than a shortsword, makes for an effective (ifutilitarian) combination.

Weiß’s legacy has lived on in that the School named after him teaches more techniques than most other

fencing academies; although this means that its students are slower to progress through its ranks thanstudents of other Schools, they do have a wider assortment of choices open to them during combat. In somecases this can be a disadvantage; students who hesitate when selecting the most efficient move for a givensituation will soon find themselves in difficulty.

Students of the Weiß School receive free membership in the Swordsman’s Guild. 

Weapons Fencing sword, buckler

Source Eisen

Skills Buckler, Fencing

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Knacks Beat (buckler), Bind (fencing), Feint (fencing), Lunge (fencing), Exploit Weakness (Weiß)

Apprentice Since the Weiß School teaches five Swordsman Knacks rather than the usual four, it has nospecial Apprentice-level ability.

Journeyman Note: Journeyman level is achieved when the student has at least four ranks in at least four of

the School’s five Swordsman Knacks. 

When you make a called shot using Attack (fencing), you may add +1k1 to either your attack rollor your damage roll.

Master Note: Master level is achieved when the student has five ranks in all five of the School’s

Swordsman Knacks.

You may make a quick slashing attack with your fencing sword which slows your opponentdown.

Make an Attack (fencing) roll with two Raises; if this attack succeeds it deals only 1k1 damage,but your opponent loses his next action this round. This move may only be attempted once perround.

In Eisen in 1582, during one of the internecine wars that dot that nation’s history, an infantryman named

Stefan Wistinghaus saved his company’s general, and arguably the entire company as a result, from an

assassination attempt. As a reward, the general granted Wistinghaus his leave from the army and suggested he

should spend some time honing his techniques.Wistinghaus worked for many years perfecting his style, and when he felt they were at an acceptable level hesought out his former general. After extensive demonstrations of Wistinghaus’s abilities the general agreed to

endorse the creation of a school in Siegsburg where Wistinghaus would teach others the art of the bodyguard.

Students are taught how to remain unremarkable while surveying crowds for potential troublemakers; theyare taught how to intervene in a fight on behalf of their employers, taking hits in their place; finally, they aretaught the most efficient ways to fight back. These three disciplines are the cornerstones of the Wistinghausstyle, and they have saved the lives of countless employers.

The Wistinghaus School is now known across Théah for the quality of its graduates; those who attend theSchool can command large fees for their services. Indeed, the School is so prestigious and well-respected thatmany nobles employ a few elite Wistinghaus bodyguards in their service purely as a status symbol.

There is a serious weakness in the Wistinghaus style, and it is a deliberate one. The practitioner is so used toconcerning himself with the protection of his employers that he often overlooks his own safety; opponentswho encounter a Wistinghaus bodyguard can exploit this flaw.

The Wistinghaus style is not sanctioned by the Swordsman’s Guild, so its students do not receive free

membership. Instead they receive a free rank in one of their Swordsman Knacks.

Note: A character learning the Wistinghaus School can earn a monthly income of 25 G per mastery level for hisservices as a bodyguard.

Weapons Unarmed

Source Eisen

Skills Bodyguard, Sentry

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Knacks Fortitude, Hook (barehanded), Reactions, Exploit Weakness (Wistinghaus)

Apprentice You receive a Free Raise per mastery level to all Stand Watch rolls.

Journeyman You may take an action to add a number of Defence Dice equal to your rank in the Interposeknack to a specified ally. Defence Dice are unkept dice used for the next Active Defence rollmade by that ally. If they are not used by the end of the round, they are lost.

You cannot take another action to give the same ally additional Defence Dice. You can,however, specify a different ally, and the same ally can benefit from Defence Dice from morethan one Wistinghaus bodyguard. The maximum number of allies who can benefit from thisability at the same time is equal to your Wits rank.

If you are Knocked Out, any unused Defence Dice granted by you are lost.

Master At this level you gain a free rank in the Interpose knack. This can raise it to rank 6; if it does not,you can later raise it to rank 6 by paying 25 XP.

The noted Avalon knight Sir Richard Wood was unfortunate enough to lose his right arm shortly after beingknighted, but his energy and enthusiasm were undimmed. By dint of several years of hard work andperseverance he was able to develop a range of techniques to allow him to use a shield as an offensiveweapon.

Although initially unimpressed, several of his fellow knights have recognised the worth of such techniques;

many are experienced Donovan swordsmen who realise just how useful it would be to have such a style to fallback on in case they become disarmed. After two years of interest, Wood has finally agreed to open anacademy to teach his style.

The School's weakness is, naturally, the unused right arm. Because of the lack of focus given to that arm, manystudents allow it to hang limply at their side, where it presents an easy target for an opportunistic foe.

Despite pressure from various Avalon nobles, the Swordsman's Guild has not yet decided whether to officiallysanction the Wood School.

Weapons Shield

Source Avalon

Skills Heavy Weapon, Shield

Knacks Beat, Corps-á-corps, Wall of Steel, Exploit Weakness (Wood)

Apprentice You treat a shield as a heavy weapon; as such you can make an attack with a shield as a 2k2weapon using the Attack (heavy weapon) knack, or parry with it using Parry (heavy weapon).

In addition, you gain the Left-Handed advantage for free.

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Journeyman When carrying a shield in your left hand, you add your rank in Parry (shield) to your PassiveDefence from the Parry (heavy weapon) knack. At Master level, this bonus increases to twiceyour Parry (shield) rank.

You add your rank in Attack (shield) to any attack or damage rolls made with a shield.

Master You have learned to use your shield to unbalance your opponent by making an Attack (heavy

weapon) with your shield taking a number of raises equal to your opponent's Brawn; if theattack is successful your opponent is unbalanced and suffers a penalty of two unkept dice on allhis actions for 1k1 phases.

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Knack Description

Double-Kick

You have learned how to make a double kick; if you are faced by two opponents, you can leapinto the air and kick both of them at the same time.

Use this knack to attack, rolling separately for each opponent; the TN to hit each one is raised by10, but if you succeed in hitting both of them (getting past their Passive and Active defences) yougain a Drama Die which lasts until the end of the combat.

For the next phase, your TN to be hit is 5 and you may make no Active Defence.

Flourish By taking an action, you may flourish your weapon (by spinning it round, or throwing it from handto hand, for example); doing so allows you to make an Intimidate check using Panache + Flourish

rather than Resolve.Line With this knack you can establish a defensive line or perimeter, which no opponent can cross

without exposing themselves to attack.

Spend an action to set a line (by drawing a line on the ground with the tip of your sword, forexample, or by indicating the reach of your current weapon) by making a Resolve + Line rollagainst TN 20. If you fail this roll, you have failed to establish the line.

Once the line is established, you may not move from your position, although you may attack andparry as normal. You may abandon your line at any time; this does not take an action.

When a melee attack gets past your Passive Defence you get a free Wits + Line Active Defence. Ifthis AD is successful your line is unbroken (i.e., you may continue to use it); if the AD isunsuccessful, the line ceases to be active. Your second Line AD for this line is subject to one Raise;if this is successful, your third Line AD is at two Raises, and so on, until the line is broken.

Reactions With this knack, your reflexes are so finely attuned to danger that you may make a Wits +Reactions check to be able to act when you would otherwise be surprised (for example, whenambushed):

  Under 15: You cannot take any actions

 

15 – 24: You may take one action

  25 or over: You may take all your actions as normal

Retrieve With this knack you may attempt to throw your weapon in such a way that it returns to yourhand. Take two Raises on your attack roll, and add twice your rank in this knack to your result; ifyou hit, the weapon returns to your hand at the end of the current phase.

Ricochet You may use this knack to attack multiple targets with a thrown weapon. This is mechanicallyidentical to the Whirl knack.

Touch The Touch knack gives you the ability to make the slightest of strikes against your opponent,useful when you need to score a hit in a fencing duel without wounding your opponent, or forkilling an animal without destroying its pelt.

When you make your attack, add twice your rank in this knack to your attack roll; if you hit, youdo exactly one Flesh Wound; you cannot take Raises for damage when using this knack.

If your weapon is poisoned, a successful Touch inflicts the poison on your opponent.

Twist You may add your rank in the Twist knack to damage rolls made with a blade. For example, Attack(fencing) can benefit from this knack, but Pommel Strike can not.

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The Sidhe feel a close affinity for the Triple Kingdoms, a closeness which is reflected in the common name forthe islands: the Glamour Isles. But the Glamour of Avalon is not the only gift they gave to their chosen peoples,merely the most well known; three related forms of Sorcery were given to the three kingdoms. Their gift to thepeople of Inismore is known as Charm.

Practitioners of this form of sorcery have the power to take on certain aspects of anyone they touch for a shorttime - most commonly strength or memories, although some can briefly manifest their target's sorcery.Masters are particularly powerful, with the ability to drain their targets of energy for several minutes at a time.

The Charm sorcerer is typically subtle in approach, since his power does not draw attention to itself when it isused. When he touches a target and uses his power, the veins on his hand often seen to grow and pulsate,almost as if the energy he draws from his target is flowing through them directly.

To activate a charm, you must be touching the target (skin must touch skin). If the target is resisting, this is acontested Finesse check each round; otherwise, it is automatic. The charm lasts until the sorcerer loses contactwith his target. The target does not have to be conscious.

A character can only activate a single charm at a time, although he could be the target of more than one.

Note that Charm sorcerers can use Reputation Dice in place of Drama Dice to power their sorcery in the same

manner as Glamour sorcerers. 

Country Avalon (Inismore)

Cost 40 HP (full-blooded)

20 HP (half-blooded)

Apprentice See: The sorcerer can discover what his target's abilities are. The sorcerer can use the Seeability of any Charm knacks he has at least 1 rank in; using the Charm does not cost a DramaDie. The target is unaware of the charm, although he may be aware of being touched.

Adept Share: At this level, an aspect of the sorcerer and his target can be shared between them.

For the cost of 1 Drama Die, the sorcerer can use the Share ability of any Charm knacks hehas at least 4 ranks in. The target is aware of the charm if he succeeds at a Wits check at TN15.

Master Steal: The sorcerer has developed the ability to temporarily take an aspect of his target toadd to his own. For the cost of 1 Drama Die, the sorcerer can use the Steal ability of anyCharm knacks he has 5 ranks in. The target, if conscious, is always aware of the charm.

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Expertise Note that this knack cannot be used against sorcerous knacks, but can be used against

swordsman knacks.

Note that the sorcerer need not know whether the target possesses the nominated knack to

use the Share or Steal abilities.

See: The sorcerer nominates a knack. On a successful Wits + Expertise check at TN 20, heknows how many ranks his target has in this knack. This charm is instantaneous. For twoRaises, he may nominate an entire skill rather than a single knack, and receives the Charm’s

effects for all the knacks in the skill.

Share: The sorcerer nominates a knack. For the duration of this charm, the sorcerer useseither his own or the target's ranks in the specified knack, whichever is higher (whenmaking a roll, he uses his own traits). When the sorcerer reaches Master level (and has 5ranks in this knack), he may nominate an entire skill rather than a single knack, and receivesthe Charm’s effects for all the knacks in the skill. 

Steal:  The sorcerer nominates a knack. For the duration of this charm, the sorcerer canremove the target's ranks in the specified knack, and add them to his own. This can raisethe sorcerer's knack past 5 ranks. If the sorcerer chooses to spend 2 DD rather than 1, hemay nominate an entire skill rather than a single knack, and receives the Charm’s effects for

all the knacks in the skill.

Health See: On a successful Wits + Health check at TN 20, the sorcerer knows how many dramaticwounds it would take to render his target Knocked Out. This charm is instantaneous.

Share: The sorcerer can transfer all flesh wounds from himself to the target (or vice versa)  – those he has initially, and any he receives while the charm is active. The character receivingthe wounds makes a wound check as normal to avoid taking a dramatic wound.

Steal:  The sorcerer can transfer all dramatic wounds from himself to the target (or vice

versa) – those he has initially, and any he receives while the charm is active. The characterreceiving the wounds can make a Resolve check at TN25 for each wound transferred toresist it; any wounds which are resisted stay with the sorcerer.

Note that transferred wounds do not revert back to their original owner after the charm'sduration is up.

Heritage Note that the sorcerer need not know whether the target possesses sorcery to use the Share

or Steal abilities of this knack.

Note that you must be a Master before you may learn this knack.

See:  On a successful Wits + Heritage check at TN 20, the sorcerer discovers the type ofsorcery possessed by his target (if any). For one Raise he also discovers his target's mastery

level, and for two additional Raises he discovers which sorcery knacks his target has(including their ranks and what they do). This charm is instantaneous.

Share: The sorcerer is able to use the target's sorcerous knacks (but note that the use ofsuch sorcery may cost additional Drama Dice). He is able to use any sorcerous knack thetarget has (but uses his own traits for making rolls), and understands intuitively how theknack works.

Steal: As above, but the target is unable to use his sorcery for the duration of the charm.

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Language See: On a successful Wits + Expertise check at TN 20, the sorcerer knows which languageshis target speaks. For one Raise, he also knows which languages his target is literate in. Thischarm is instantaneous.

Share: For the duration of this charm, the sorcerer understands all the languages his targetunderstands, to the same level of comprehension (i.e., acquaintance, literacy, etc).

Steal: As above, but the target is unable to communicate (speak, listen, read or write) in anylanguage for the duration of the charm.

Maintain Note that you must be an Adept before you may learn this knack.

The sorcerer has learned to hold the effects of a charm for a short time, even after he haslost physical contact with his target. This knack does not cost a Drama Die to use.

He tests Resolve + Maintain against TN 15 when the charm's normal duration has ended inorder to keep the charm going. The additional duration for the charm is:

  Apprentice level: Not applicable; charms at this level are instantaneous.

  Adept level: One round.

  Master level: 1k1 rounds.

At the end of this period you can use this knack again, but the TN goes up by 5 each time.

Memory Note that when using this knack the sorcerer must specify a memory. A memory may be of a

 particular person, place, object or event, but the sorcerer cannot be any more specific than

this, and in particular he may not specify a combination of these criteria. For example,

specifying a memory of a particular person is allowed, but specifying a memory of a

 particular person at a particular event, or a particular object in a particular place, is not

allowed.

Note that you must be an Adept before you may learn this knack.

Note that GMs are encouraged to make any memories received from the use of this knack

incomplete, cryptic or misleading.

See: On a successful Wits + Memory check at TN 20, the sorcerer specifies a memory anddiscovers whether his target has any such memories (but not the nature of thesememories). This charm is instantaneous.

Share: The sorcerer can access the target's memories. For each round the charm is active,the sorcerer may access one memory. The sorcerer can specify a new memory each round,but if the target has multiple such memories the sorcerer has no control over which of thesehe receives. The memory stays with the sorcerer after the charm's duration is up.

Steal: The sorcerer can take memories from the target, erasing them from the target's minduntil the end of the scene. One specific memory can be stolen each round. The memorystays with the sorcerer after the charm's duration is up.

Technique Note that the sorcerer need not know whether the target possesses a combat School to usethe Share or Steal abilities of this knack.

See: On a successful Wits + Technique check at TN 20, the sorcerer discovers which combatSchools his target knows.

Share: For the duration of this charm, the sorcerer has access to the Apprentice ability ofany combat Schools known by his target. When the sorcerer reaches Master level (and has 5ranks in this knack), he also has access to his target’s Journeyman abilities. 

Steal: As above, but the target is unable to use the ability (or abilities) for the duration ofthe charm.

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Trait Note that this knack must be developed separately for each trait.

See: On a successful Wits + Trait check at TN 20, the sorcerer discovers how many ranks histarget has in the trait. This charm is instantaneous.

Share: For the duration of this charm, the sorcerer uses either his own or the target's trait,whichever is higher.

Steal: For the duration of this charm, the sorcerer can use his target's trait to augment hisown trait. For the duration of the charm, the target’s trait is reduced to 1 rank. This charm

can raise the sorcerer's trait past 5 ranks.

If your target’s trait is: 

 

Rank 1: Add 1 rank to your trait

  Rank 2: Add 1 rank

  Rank 3: Add 2 ranks

 

Rank 4: Add 2 ranks

  Rank 5: Add 3 ranks

 

Rank 6 or more: Add 4 ranks

Over the last few hundred years, reports have reached scholars of a number of individuals who are reputed tohave miraculous powers. Sometimes these stories fall into patterns, suggesting the phenomena originate froma common source. Two such phenomena have been the subject of particular scrutiny.

Some of these supposed sorcerers are said to have power over light; their sorcery has now been termed Haloby the aforementioned academics, but over the years it has been known by such names as Lux, Blanche,Radiance and Claro. Similarly, there have been reports of individuals who possess a degree of power over

darkness, which has variously been called Tenebrae, Obscura, Shadow, Eclipse and Noir; their sorcery is nownamed Penumbra.

For many decades it was assumed that these were unsubstantiated fabrications, or perhaps a collection ofunrelated minor sorcerous heritages; only recently has it been hypothesised that the widely-varying powers allstem from the same source. The nature of this source, however, is uncertain.

It seems clear that this sorcery does not originate from the Numan Bargain; it does not seem to pass viabloodlines, it is found with equal frequency across the whole of Théah, and there are indications it can be usedto strengthen the Barrier. This raises the question of where the power does originate; some scholars speculatethat it may be a gift from the Sidhe, but others point out the difference in tone between it and the Glamourmagic the Sidhe are so well known for. Some proclaim it as being a gift from Théus, while their detractorsdeclaim them for being heretics. Many Inquisitors openly declare it to be the power of Legion, sinful and

profane, and there are few who have the authority to gainsay the Church.

Country Any

Cost 40 HP (full-blooded)

20 HP (half-blooded)

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Aura Whether you are a Halo or Penumbra sorcerer depends on the knacks you know. Eachknack specifies whether it is a Light knack or a Dark knack. You may choose any combinationof Light knacks and Dark knacks, but most practitioners tend to specialise in one or theother to some extent.

The difference between the number of ranks you have in Light knacks and the number of

ranks you have in Dark knacks is known as your Aura. If your Aura is positive (i.e., you havemore ranks in Light knacks than in Dark knacks), you are a Halo sorcerer; otherwise, you area Penumbra sorcerer. If your Aura is zero, you are considered to be neither, and cannot useany mastery level abilities until you gain a rank and your Aura changes.

Apprentice Spending a DD when fully lit (Halo) or in darkness (Penumbra) gives you an additional bonusto your roll equal to your Aura. However, the maximum bonus you can receive from thisability is +5 at apprentice level, +10 at adept level, and +15 at master level.

Adept You gain the ability to light (Halo) or extinguish (Penumbra) any single light source you can

see; this ability requires an action and a successful Resolve roll. The TN of this roll is given inthe following table:

  Candle / firefly: TN 10

  Lantern / torch: TN 20

 

Open fire / chandelier: TN 30

  Beacon fire: TN 50

  Sun / moon / stars: Impossible

Master At this level your adept ability to light or extinguish light sources can be used with multiplelight sources simultaneously.

Beacon With this knack you may set a beacon, to which you always feel a slight tug. The beaconappears as a small glowing light, giving off about as much illumination as a candle.

Your beacon has a radius of 50’ per rank you have in this knack; while you are within this

radius you know the direction and approximate distance to the beacon. You gain a FreeRaise per rank in this knack to any Direction Sense rolls regarding the beacon.

You may have a number of simultaneous beacons equal to your rank in this knack. Beaconsmay be snuffed out at any time; they automatically disappear after one hour per rank in thisknack, or when you move out of their radius.

Dazzle This knack allows the sorcerer to temporarily dazzle an opponent. It is mechanicallyidentical to the Blind knack.

Glow You may use this knack to make yourself subtly shine with an inner light; while this drawsattention to you and makes you seem more imposing it is also clearly unnatural and thusmay attract the attention of groups who are opposed to sorcery.

For each rank you have in this knack, you can add 2 to social rolls.

Hale With this knack you may attempt to remove the effects of Fear on a character.

Make a Resolve + Hale roll against a TN of 15 + 5 times the Fear Rating your target issuffering from. If this roll is a success, your target is cured of the effects of Fear until thenext scene, or until he is confronted by a new source of Fear.

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Haze This knack allows you to create simple illusions.

Roll Resolve + Haze against a TN of 20 to create an illusion. The illusion is purely visual; itmay be no bigger than a 1’ cube, and cannot change. 

You may take raises to increase the maximum size of the illusion:

 

1 raise: The illusion may be as large as a 10’ cube.   2 raises: 25’ cube. 

 

3 raises: 50’ cube. 

  4 raises: 100’ cube. 

For two raises, the illusion may change colour and move.

Illuminate This knack allows you to illuminate your current area.

Make a Resolve + Illuminate roll against a TN of 20. If this roll is a success, your current area(up to 50’ in all directions, limited by line-of-sight) is lightened; total darkness is convertedto dim light, and dim light is converted to normal light. For two Raises, total darkness can beconverted to normal light.

Light of Truth This knack allows the sorcerer to perceive people or things that have been deliberatelyoccluded.

  When making a Perception check to spot hidden people or things, you gain a bonus toyour roll equal to the number of ranks you have in this knack.

  When making a Perception check to spot invisible  people or things, you gain a FreeRaise for each rank you have in this knack.

Blind This knack allows the sorcerer to temporarily blind an opponent.

Make a Finesse + Blind roll against a TN of 5 + 5 times the target’s Wits. If this roll issuccessful, your opponent is partially blinded until the end of the scene; treat this asmechanically similar to penalties for dim light (lose one kept die from all rolls). If you taketwo Raises on your roll, your opponent is treated as being in total darkness (lose two keptdice from all rolls).

Darken This knack allows you to darken your current area.

Make a Resolve + Darken roll against a TN of 20. If this roll is a success, your current area(up to 50’ in all directions, limited by line-of-sight) is made dark; normal light is converted todim light, and dim light is converted to total darkness. For two Raises, normal light can beconverted to total darkness.

Enshroud You gain a Free Raise to all Stealth and Unobtrusive rolls for each rank you have in this

knack.

You gain a bonus to all Ambush and Shadowing rolls equal to your rank in this knack.

Fear With this knack, the sorcerer is able to cause his opponents to be affected by Fear.

Make a Resolve + Fear roll against a TN of 15, plus 5 for each level of Fear you want to inflicton your opponent. If this roll is a success, your opponent must roll to resist Fear as normal.

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Manipulate With this knack, the sorcerer may animate shadows.

Make a Resolve + Manipulate roll against a TN of 15; success allows you to elongate orshorten a shadow, to shape or move it, or remove it completely. This effect lasts for as longas you concentrate; you can take no other actions. You must be able to see the shadow.

If you take two Raises on the roll, you can force a shadow to attack its owner; the shadow

has all the non-magical abilities of its owner (traits, knacks, number of actions per round,etc), but only ever keeps one die from any roll.

Night Vision This knack allows the sorcerer to see in the dark.

When you are in dim light or total darkness, you receive a bonus unkept die to sight-basedperception rolls. You are still subject to the normal penalties for darkness.

The Sidhe feel a close affinity for the Triple Kingdoms, a closeness which is reflected in the common name forthe islands: the Glamour Isles. But the Glamour of Avalon is not the only gift they gave to their chosen peoples,merely the most well known; three related forms of Sorcery were given to the three kingdoms. Their gift to thepeople of the Highland Marches is known as Harlequin.

Harlequin sorcery involves physical mimicry. The sorcerer can transform himself into a perfect replica ofanother person, encompassing everything from the lines on his face to the pitch of his voice. This is not anillusion – Harlequin physically changes the sorcerer.

To use the sorcery, the sorcerer must first 'mark', or memorise, the aspect of the target he wishes to emulate(appearance, build, or voice). This mark never changes, even if the person changes his appearance. Themaximum number of marks the sorcerer can have memorised for each aspect is equal to his mastery leveltimes his Wits; memorised marks can be forgotten at any time.

Anyone who is familiar with the person you are trying to imitate might be able to see through thetransformation (there are always little things that might give it away; a distinctive walk, a particular posture,idiosyncratic speech patterns, and so on); seeing through the sorcery takes a successful Wits check against aTN of 15 + (10 x your mastery level), with a free raise for every unchanged aspect they are able to notice (forexample, if you don't speak or they don't know what your mark sounds like, they won't get a free raise tonotice your unchanged voice). If they are familiar with you and succeed at this check by 10 or more, they cantell that it's you.

Note that Harlequin sorcerers can use Reputation Dice in place of Drama Dice to power their sorcery in the

same manner as Glamour sorcerers. 

Country Avalon (Highland Marches)

Cost 40 HP (full-blooded)20 HP (half-blooded)

Apprentice At apprentice level, you are able to change only one of the three aspects (appearance,build, and voice), which requires the expenditure of one Drama Die.

The transformation lasts for one scene, or until you use the Return knack to revert to yournatural appearance, build and voice. If you are Knocked Out, you revert automatically.

Adept At adept level, you are able to simultaneously change a maximum of two aspects; thisrequires the expenditure of one DD.

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Master At master level, you are able to simultaneously change one, two or all three aspects; thisrequires the expenditure of one DD.

Appearance You can test Wits + Appearance against TN 20 to mark the facial appearance of any personyou can see. Thereafter, you can spend an action to transform your face and hair to beidentical to that of this mark.

Build You can test Wits + Build against TN 20 to mark the height and body shape of any personyou can see. Thereafter, you can spend an action to transform your body (except for yourface and hair) to be identical to that of this mark.

Return You can test Resolve + Return against TN 15 to revert to your natural appearance, build,and/or voice. The change takes one action to complete, during which your TN to be hit is 5and you may not make any Active Defence. If you wish, you can choose to revert only someaspects while keeping others.

Sustain With this knack the sorcerer can keep a transformation going for longer than the standardduration.

When the transformation period is up, roll Resolve + Sustain against TN 20 to sustain thetransformation for a further scene. At the end of this period you may roll again, but the TNincreases by 5 each time.

Voice You can test Wits + Voice against TN 20 to mark the voice, accent and speech patterns ofany person you can hear. Thereafter, you can spend an action to transform your voice to beidentical to that of this mark.

Sonus is one of the Bargain sorceries which were given to the Numan senators. Those born with Sonus sorceryhave some measure of power over the complex energies of sound.

The Sonus bloodline seems to have almost died out on multiple occasions over the centuries, but occasionallyand irregularly resurfaces. When it does re-emerge it does so exclusively in Vodacce, and only in male children.It is extremely rare, much rarer even than its feminine counterpart, Sorte; not since the time of the NumanEmpire has there been a significant population of Sonus sorcerers.

The reason for the bloodline’s scarcity is unknown; some commentators suggest it may be due to persecutionfrom unknown groups opposed to sorcery, others point to the trenchant political infighting which has

characterised so much of Vodacce history. Whatever the reason for this rarity may have been, it has meantthat the birth of a Sonus sorcerer has come to be seen as a particularly good omen for his family.

Sorceries derived from the Bargain tend to have obvious signs which indicate when they are being invoked; theblood-red hands of a Porté mage, for example, or the flame-flecked eyes of an El Fuego sorcerer. For the Sonusbloodline, this is manifested as a low intensity white noise which seems to originate from all around sorcererwhenever the sorcery is used.

Country Vodacce (male only)

Cost 40 HP (full-blooded)

20 HP (half-blooded)

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Apprentice At apprentice level, the sorcerer has the uncanny ability to sense his surroundings by usinga form of echo-location, which can be used when in darkness (or when dazzled orblindfolded, for example).

In game terms, any penalties the sorcerer would incur for not being able to see properly arehalved; heroes who also have the Night Trained advantage ignore these penalties.

Adept At this level, the sorcerer has the ability to create simple sonic illusions; each use of thisability requires the expenditure of one Drama Die.

This illusion can be as loud as a shout or as quiet as a whisper, but cannot last more than afew seconds, and must appear to originate from a single point within 50’ of the sorcerer. 

The illusion can be no more complex than a short snatch of music or a few words of speech.He cannot mimic a particular voice, however.

Master The sorcerer is now capable of creating moving sonic illusions, mimicking specific voices (ormultiple voices), and creating ‘negative illusions’ –  i.e., removing a specific noise from an

area.

At this level, illusions can last for up to a minute and must stay within 100’ of the sorcerer.

As before, this ability requires the expenditure of one Drama Die.

Audire (listen) You may make hearing-based perception checks as Wits + Audire, rather than just Wits. Thisstacks with other bonuses such as the Keen Senses advantage.

Cantus (music) Your control over sound is especially potent when dealing with musical tones. You can usethis knack to improve your own performances, or to hinder those of other people.

You gain a number of Free Raises equal to your rank in this knack to all your Musician andSinging rolls, or you can force an opponent take that many Raises on their rolls. You mayadd your rank in this knack to your Oratory and Storytelling rolls, or you can raise the TN ofan opponent’s roll by the same amount.  

Clamitare(shout)

You are capable of creating a concentrated blast of sonic energy and projecting it towardsan opponent. Note that this need not take the form of a shout; it could just as easily be apiercing shriek or a powerfully sung note of any pitch.

You may take an action to attack an opponent by rolling Resolve + Clamitare. Youropponent’s TN to be hit is 5 + 5 times their rank in Resolve. This attack cannot be Actively

Defended against.

The range of this attack is 50’ per Mastery Level. There is no short range modifier, but lon grange attacks are subject to a -10 penalty.

For one Raise on your roll, any glass in the immediate vicinity shatters dramatically.

This attack is subject to the normal rules for targeting multiple brutes, and taking Raises fordamage.

The damage done by this attack depends on your rank:

 

Rank 1: 1k1

  Rank 2: 2k1

  Rank 3: 2k2

 

Rank 4: 3k2

 

Rank 5: 3k3

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Comprendere(understand)

You are capable of manipulating the sounds of spoken languages, translating themautomatically as the sounds reach your ears.

You may make a Wits + Comprendere roll against TN 20 to understand (but not speak, reador write) any spoken language you can hear for the remainder of the Scene.

If you have 1 or more ranks in this knack, you gain a 1 HP / 3 XP discount on the cost of

learning languages.

Perstringere(deaden)

All hearing-based perception checks for everyone within a radius of 20’ per Mastery Level

(centred on you, but not including you) are subject to a number of Raises equal to your rankin this knack. This effect lasts until the end of the Scene.

Sussurrare(whisper)

You can send an almost silent message to anyone you can see. They can hear the messageperfectly, but others must make a perception check at a TN equal to 10 + 5 times your rankin this knack.

On some of the outermost Vesten islands there lives a clan who do not share the Laerdom magic of theirbrethren. Their oral history suggests they may be descended from the Eisen, and indeed their sorcery is insome ways reminiscent of the extinct Zerstörung tradition: those few who are born with sorcery possess alimited control over the currents of time, and are known as Tidshärskaren.

A Tidshärskare's sorcery allows him to speed up and slow down the flow of time, to make objects skip time,and to pull objects out of the timestream merely by touching them. These are difficult abilities to control, andthey can usually only be manifested briefly. Some practitioners eventually gain the ability to stop time entirely,but this is a very rare ability.

Tidshärskare is a very physical sorcery, with very physical effects. As such, its practitioners tend to be the

hands-on type, rather than more philosophical thinkers.

There are certain limitations to the Tidshärskare's abilities, which none have ever been able to circumvent;they can never jump back in time, or see the future. The past is set and so cannot be altered, they say, and thefuture is too mutable to second-guess. Characters with this sorcery can never learn the Fortune Teller skill, asit conflicts with their beliefs about the nature of time.

Country Vestenmannavnjar

Cost 40 HP (full-blooded)

20 HP (half-blooded)

Apprentice At this level you can use your Sorcery Knacks to affect inanimate objects or small animals(such as cats or dogs). You must touch your intended target.

Adept At this level you can use your Sorcery Knacks to affect yourself.

Master At this level you can use your Sorcery Knacks on people other than yourself, or on largeanimals (such as horses or bears). You must touch your intended target.

A person (or an animal with roughly human-level intelligence) can try to resist with aResolve check (TN 30). If this roll is a success, your knack has no effect.

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Control This knack affects the duration of your sorcery’s effects.

Hold By spending a Drama Die, you can put your target outside of time.

Roll Resolve + Hold against TN 25; if this roll is a success, you have put your target into akind of stasis for the duration of the effect (see below). Your target cannot be hurt, movedor otherwise affected while in stasis; even if it has senses it is unaware of the outside worldand cannot communicate in any way. To it, it appears that no time has passed.

Duration is one round per rank in the Control knack, plus one round per Raise.

At Master level, you can affect an additional target per Raise. You must be able to touch alltargets simultaneously.

Jump By spending a Drama Die, you can make your target jump forward in time.

Roll Resolve + Jump against TN 25; if this roll is a success, your target jumps forward in time.It immediately disappears, reappearing after the duration of the effect. To it, it appears that

no time has passed.Duration is one round per rank in the Control knack, plus one round per Raise.

At Master level, you can affect an additional target per Raise. You must be able to touch alltargets simultaneously.

Slow By spending a Drama Die, you can slow down the passage of time for your target.

Roll Resolve + Slow against TN 25; if you succeed, time is slowed for your target for theduration of the effect (see below). You might use this to delay the burning of a fuse, forexample, or to keep yourself from downing.

If your target's reflexes are tested in any way, he must take a number of Raises on the rollequal to your rank in this knack. See the table below for the effect on the number of actions

your target may take each round, and the effect in terms of rounds.

Usable actions:

  Rank 1: One half of normal actions (round down, min 1)

  Rank 2: One third of normal actions (round down, min 1)

  Rank 3: One quarter of normal actions (round down, min 1)

  Rank 4: One fifth of normal actions (round down, min 1)

  Rank 5: One sixth of normal actions (round down, min 1)

Usable rounds:

  Rank 1: 1 round per 2 ‘real’ rounds 

  Rank 2: 1 round per 3 ‘real’ rounds 

 

Rank 3: 1 round per 4 ‘real’ rounds   Rank 4: 1 round per 5 ‘real’ rounds 

  Rank 5: 1 round per 6 ‘real’ rounds 

Duration is one round per rank in the Control knack, plus one round per Raise.

At Master level, you can affect an additional target per Raise. You must be able to touch alltargets simultaneously.

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Speed By spending a Drama Die, you can speed up the passage of time for your target.

Roll Resolve + Speed against TN 25; if you succeed, time is sped up for your target for theduration of the effect (see below). You might do this to speed up a chemical reaction, or tomake yourself more effective in combat.

If your target's reflexes are tested in any way, he gets a number of Free Raises to his roll

equal to your rank in this knack. See the table below for the effect on the number of actionsyour target may take each round, and the effect in terms of rounds.

Actions gained:

  Rank 1: 1 extra action

  Rank 2: 2 extra actions

  Rank 3: 3 extra actions

 

Rank 4: 4 extra actions

  Rank 5: 5 extra actions

Rounds gained:

  Rank 1: 2 rounds per ‘real’ round 

 

Rank 2: 3 rounds per ‘real’ round   Rank 3: 4 rounds per ‘real’ round 

  Rank 4: 5 rounds per ‘real’ round 

 

Rank 5: 6 rounds per ‘real’ round 

Duration is one round per rank in the Control knack, plus one round per Raise.

At Master level, you can affect an additional target per Raise. You must be able to touch alltargets simultaneously.

Stop Note that you must be a Master to learn this knack.

By spending a Drama Die, you can stop time.

Roll Resolve + Stop against TN 30; if this roll is a success, you have stopped time. You areunaffected by this, and can move and act as normal. You cannot physically affect anythingwhile time is stopped.

You gain the equivalent of one round of 'time' before time restarts, plus one round perRaise. However, existence outside the current of time is exhausting, and you take 3k2 fleshwounds each round. If you are Knocked Out, time restarts immediately. You can cancel theeffect at any point.

Vento is the Sorcery of the wind dating back to the time of the Numan senators. With the rise of the Church ofthe Prophets, Vento practitioners suffered the backlash and persecution of faithful more than most othersorcerous families. As such they were scattered like the winds to the farthest corners of Théah. As such,records of their existence can be found in only the oldest of documents contain any record of their existence.Spread so far, the few remaining members can call no nation their own and only their ability to speak andlisten to the wind has kept the bloodline from disappearing completely.

Like all forms of sorcery originating from the Numan senators, there is a tell-tale sign when ever the sorcerercalls upon his power. In the case of Vento, the sign is billowing hair and clothes as if the sorcerer was in astrong wind. This occurs even when the power is targeting something other than the sorcerer on the calmestof days.

Note that since the Vento bloodline has no nation to call its own, Vento sorcerers may come from any nation.However, they do not receive the 5 HP discount to the Noble advantage.  

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Country Any

Cost 40 HP (full-blooded)

20 HP (half-blooded)

Vento sorcerers have the ability to communicate with the wind. This power grows as the sorcerer advances inmastery level.

Apprentice An apprentice Vento sorcerer can tell when weather is going to change a half-hour before itchanges. He cannot yet tell what the weather will change to, just whether the severity willincrease or decrease.

Adept An adept can now tell what type of weather is coming up to an hour away by listening tothe wind. In addition he can hear messages left on the wind by a master Vento sorcerer.

Master A Vento master can speak into the wind and leave a message for anyone with the ability to

hear. The wind carries the message 200 miles/day in all directions. Eventually every Ventoadept and master willing to listen will hear the message.

Barrier Note: While using this knack, all other rolls are subject to a -25 penalty due to the intense

concentration required.

The Barrier knack allows the Vento sorcerer to call upon a wall of air to surround him forprotection.

Apprentice: An apprentice can spend an action to surround himself in strong air currents as

long as he wishes to maintain it. These currents provide a bonus to Passive Defence againstclose combat and slow missile attacks (such as thrown objects or arrows, but not bullets orcannonballs). This bonus is equal to twice the sorcerer’s rank in this knack. 

Adept: The sorcerer may now call upon a quick gust of wind and use the Barrier knack as anActive Defence against close combat and slow missile attacks.

Master: At master level, a Vento sorcerer can use his Barrier knack to subdue an opponent.The sorcerer rolls Resolve + Barrier against a TN equal to his opponent’s Balance Passive

Defence; if this is successful, his opponent becomes prone. This attack may be activelydefended against with Brawn + Balance. Against a prone opponent the sorcerer may spendan action to use the wind to hold them prone per the grapple rules until the opponentmakes a successful Brawn roll opposed by the sorcerer’s Resolve + Barrier to get up.

Concentrate For every level in this knack, the concentration penalty for using the Barrier or Hover knacksis reduced by 5.

In addition, the Vento sorcerer may affect up to one additional person or object with hisHover or Barrier knack for each rank of this knack or mastery in Vento he has achieved,which ever is lower.

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Hover Note: While using this knack, all other rolls are subject to a -25 penalty due to the intense

concentration required.

The most spectacular use of a Vento sorcerer's power is to use the wind to defy gravity for aperiod of time. This period is equal to a number of rounds equal to (Hover rank + Resolverank) x mastery level. Whenever the sorcerer is using this knack, it also serves as his defence

knack. Hover takes one action to activate.Apprentice - Float: Resolve + Hover, TN 15. This ability allows the sorcerer to slow thespeed of his descent to that of a falling feather (one level per round) as the wind cushionshis fall. The ability will not stop the sorcerer from descending but will prevent any fallingdamage.

Adept - Levitate: Resolve + Hover, TN 20. This ability completely negates the effects ofgravity. The sorcerer can prevent himself from falling. While the sorcerer can not increasehis elevation, he also will not fall. In addition he can "walk" across the air at a rate of 10ft/round.

Master - Flight: Resolve + Hover, TN 25. At master level, a Vento sorcerer has achieved theability to use the wind to achieve actual flight. This allows him to move 200ft/round and

ignore the penalty for moving up or down levels. The GM may require a check to performcertain actions while flying depending on the speed and conditions (flying in the darkrequires Wits + Hover, through trees at high speed requires Finesse + Hover, and swoopingdown to catch the falling damsel requires Panache + Hover). This ability can only be used onthe sorcerer. It can be combined with the Lift knack but not the Range knack.

Lift Normally a Vento sorcerer can only affect himself and a small amount of weight upon hisbody freely. The Lift knack allows for the sorcerer to affect an additional 100lbs per rank inthis knack.

Range Normally a Vento sorcerer can only affect people and objects he is in contact with. TheRange knack allows him to affect people and objects 10ft per rank away from him witheither the Hover or Barrier knack. This can allow another person to be affected by any of

the Barrier abilities, float, or levitate. While levitating a person may walk at a rate of 10ftper round. No-one else can ever be given the flight ability. Remember that the sorcerermust have sufficient ranks in the Lift knack to allow someone or something else to float orlevitate.

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When rolling for actions, roll a number of dice equal to your Panache trait; these dice explode if you are notcurrently Crippled. The results tell you which phases you may act in, as usual. The round begins with thehighest numbered phase first, and works down towards 1. In this way, you are rewarded for acting quickly byhaving a high initiative total.

Abilities which would allow you to lower the results of your action dice now allow you to raise them by thesame amount, and vice-versa.

Actions in phases over 10 indicate extremely fast reflexes and are considered to be over very quickly; as suchthey do not count towards the number of phases before a grenade explodes, for example.

Heroes often work together when performing tasks. If multiple heroes combine forces on a task which benefitsfrom them all working at once (deciphering an ancient document, for example, or bashing open a rusted door)they each make the roll as normal, with a +1k0 bonus for each person helping them. The highest individualresult is taken as the result of the combined effort.

The penalties for dim light and total darkness are rather severe (lose 2 kept dice in dim light, lose 4 kept dice intotal darkness). These penalties are imposed on any actions involving the senses or movement.

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