el vago 7th sea conversion handbook

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    El Vago’s Conversion Guidebook: 7th Sea

    to Honor + Intrigue 

    This is meant to be used by people who own both the 7 th  Sea  RPG books by AEG and also the Honor +

    Intrigue  RPG by Basic Action Games. This work is a labor of love by a fan of both, and is not a

    challenge to the trademarks or copyrights of their respective owners. You will need the appropriate

    sourcebook(s) from each system to make use of this guide. This guide is for personal use only and not for

     publication.

    Table of Contents

    Quick Character Conversion: 7 th Sea to Honor + Intrigue ......................................................................... 5

    Traits to Qualities .................................................................................................................................. 5

    Combat Abilities .................................................................................................................................... 5

    Careers .................................................................................................................................................. 5

    Mastered Maneuvers ............................................................................................................................ 5

    Background, Advantage, and Arcana Conversions ................................................................................... 6

    New Boons ................................................................................................................................................ 6

    Bearsark ................................................................................................................................................ 6

    Castillian Blade ...................................................................................................................................... 7

    Castillian Education ............................................................................................................................... 7

    Dangerous Beauty ................................................................................................................................. 7

    Dracheneisen ........................................................................................................................................ 7

    Man of Will ............................................................................................................................................ 8

    Puzzle Sword ......................................................................................................................................... 8

    Righteous Wrath ................................................................................................................................... 8

    Syrneth Artifact ..................................................................................................................................... 9

    Sympathetic Healer ............................................................................................................................... 9

    Twisted Blade ........................................................................................................................................ 9

    Unbound ............................................................................................................................................... 9

    Special Equipment .................................................................................................................................. 10

    Castillian Blades ...................................................................................................................................... 10

    Aldana Blade ....................................................................................................................................... 10

    Gallegos Blade ..................................................................................................................................... 10

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    Soldano Blade ..................................................................................................................................... 10

    Torres Blade ........................................................................................................................................ 10

    Zepeda Blade ....................................................................................................................................... 10

    Montaigne Puzzle Swords ....................................................................................................................... 10

    Rolling for Puzzle Swords .................................................................................................................... 10

    General Rules for Puzzle Swords ......................................................................................................... 10

    Common Puzzle Swords Dice Roll Chart ............................................................................................. 11

    Uncommon Swords Dice Roll Chart .................................................................................................... 11

    Renard Puzzle Swords ........................................................................................................................ 11

    Loup Puzzle Swords ............................................................................................................................. 11

    Créer Puzzle Swords ............................................................................................................................ 12

    Détruire Puzzle Swords ....................................................................................................................... 13

    Maître Puzzle Swords .......................................................................................................................... 14

    Vodacce Twisted Blade ........................................................................................................................... 14

    Sword Schools ......................................................................................................................................... 15

    Avalon ..................................................................................................................................................... 15

    Andrews .............................................................................................................................................. 15

    Donovan .............................................................................................................................................. 15

    Goodfellow .......................................................................................................................................... 15

    Finnegan .............................................................................................................................................. 15

    MacDonald .......................................................................................................................................... 15

    Peecke ................................................................................................................................................. 15

    Robertson ............................................................................................................................................ 16

    Castille ..................................................................................................................................................... 16

    Aldana ................................................................................................................................................. 16

    Gallegos ............................................................................................................................................... 16

    Gustavo ............................................................................................................................................... 16

    Soldano ............................................................................................................................................... 16

    Torres .................................................................................................................................................. 17

    Zapeda ................................................................................................................................................. 17

    Montaigne ............................................................................................................................................... 17

    Rois et Reines ...................................................................................................................................... 17

    Valroux ................................................................................................................................................ 17

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    Tout Pres ............................................................................................................................................. 17

    Boucher ............................................................................................................................................... 17

    Gualle .................................................................................................................................................. 17

    Eisen ........................................................................................................................................................ 18

    Eisenfaust ............................................................................................................................................ 18

    Drexel .................................................................................................................................................. 18

    Hopken ................................................................................................................................................ 18

    Gelingen .............................................................................................................................................. 19

    Posen ................................................................................................................................................... 19

    Loring .................................................................................................................................................. 19

    Durchsetzungburg ............................................................................................................................... 19

    Ussura ..................................................................................................................................................... 20

    Bogatyr ................................................................................................................................................ 20

    Buslayevich .......................................................................................................................................... 20

    Dobrynya ............................................................................................................................................. 20

    Vendel ..................................................................................................................................................... 20

    Larsen .................................................................................................................................................. 20

    Rasmussen .......................................................................................................................................... 21

    Snedig .................................................................................................................................................. 21

    Swanson .............................................................................................................................................. 21

    Vesten ..................................................................................................................................................... 21

    Halfdanssen ......................................................................................................................................... 21

    Kjemper ............................................................................................................................................... 21

    Leegstra ............................................................................................................................................... 22

    Siggursdottir ........................................................................................................................................ 22

    Urostifter ............................................................................................................................................. 22

    Voddace .................................................................................................................................................. 22

    Ambrogia ............................................................................................................................................. 22

    Bernoulli .............................................................................................................................................. 22

    Capputina ............................................................................................................................................ 23

    Lucani .................................................................................................................................................. 23

    Villanova .............................................................................................................................................. 23

    Church of the Prophets ........................................................................................................................... 23

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    Rossini ................................................................................................................................................. 23

    Swords of Solomon ............................................................................................................................. 23

    The Friars / Rogues of the Cross ......................................................................................................... 24

    Pirate Nations ......................................................................................................................................... 24

    Rogers ................................................................................................................................................. 24

    Secret Society Schools ............................................................................................................................ 24

    Bonita .................................................................................................................................................. 24

    El Punal Occulto .................................................................................................................................. 25

    Mortis .................................................................................................................................................. 25

    Shield Man .......................................................................................................................................... 25

    Vipera Ex Morsi ................................................................................................................................... 25

    Desaix .................................................................................................................................................. 26

    Necare ................................................................................................................................................. 26

    Quinn ................................................................................................................................................... 26

    7th  Sea Sorcery Conversion ..................................................................................................................... 27

    El Fuego Adentro ..................................................................................................................................... 28

    Glamour Magic ........................................................................................................................................ 30

    Porte Sorcery .......................................................................................................................................... 35

    Laerdom .................................................................................................................................................. 37

    Nacht ....................................................................................................................................................... 42

    Pyeryem .................................................................................................................................................. 43

    Sorte ........................................................................................................................................................ 49

    Sorte Decks ......................................................................................................................................... 50

    Sympathetic Healing ............................................................................................................................... 52

    Scrying (Female) ...................................................................................................................................... 53

    Scrying (Male) ......................................................................................................................................... 56

    Druid ....................................................................................................................................................... 57

    Auspices .............................................................................................................................................. 57

    Lesser Gesa ......................................................................................................................................... 57

    Greater Gesa ....................................................................................................................................... 57

    Sample Gesa Weaknesses ................................................................................................................... 58

    Sample Lesser Gesa ............................................................................................................................. 58

    Sample Greater Gesa .......................................................................................................................... 58

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    Quick Character Conversion: 7 th  Sea to Honor + I ntrigue

    Traits to Qualities

    To quickly convert a 7th Sea character’s Traits into Honor + Intrigue Qualities, there is a very simple

    formula to use.

    Brawn -2 = MightWits -2 = Savvy

    Pannache -2 = Flair

    (Resolve + Finnesse)/2 -2 = Daring OR Resolve -2 OR Finnesse -2 = Daring (GM’s preference to use

    Finesse or Resolve, based on the vision of the character).

    Combat Abilities

    As a general rule, the more ranks the character has in combat knacks, the more points they have in

    corresponding Combat Abilities.

    Brawl: Take the character’s highest unarmed attack knack for an unarmed type of attack and subtact 2.

    This becomes the character’s Brawl Combat Ability. Minimum of 0.

    Melee: Take the character’s highest melee attack knack (like Attack Heavy Weapon or Attack Fencing

    Weapons) and subtract 2. This becomes the character’s Melee Combat Ability. Minimum of 0. 

    Ranged: Take the character’s highest attack knack for a ranged weapon (like Attack Firearms or Throw

    Knife) and subtract 2. This is the character’s Ranged Combat Ability. Minimum of 0. 

    Defense: Take the character’s rank in Footwork and Subract 2 from the result. This becomes the

    character’s Defense Combat Ability. (Minimum of -1). Example: a character with a Footwork 4 would

    have a Defense of 2 in Honor + Intrigue, while a character with Footwork 0-1 would have a Defense of -

    1.

    CareersCareers are relatively easy to convert. Simply take the Skill and find the nearest appropriate Career.

    Courtier for example corresponds to Noble quite nicely. When in doubt, use the character’s background

    to guide you. There is no Farmer Skill in 7th Sea for instance, but you can still use knowledge that the

    character was a f armer to add Farmboy to the character’s careers.

    Generally, the number of ranks to put in any given career is based on the total number of ranks in

    knacks the character has for that Skill in 7th Sea. For every 5 ranks in knacks, the character gets 1 rank in

    the career, minus 1. So if you have a character with Courtier skill and 11 points worth of knacks, you

    would have Noble 1 in Honor + Intrigue. There can be some exceptions to this (Skills that don’t have a lot

    of knacks available for instance) so be aware of this and use your judgement.

    If the person is a swordsman, use the number of ranks in maneuver knacks to determine rank in the

    Swordsman career.

    Mastered Maneuvers

    Many of the 7th Sea Sword School maneuvers have an equivalent in Honor + Intrigue. Any maneuver

    with 4 or more Ranks in 7th Sea is considered Mastered in Honor + Intrigue.

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    Background, Advantage, and Arcana Conversions 

    A great many of the Advantages and Arcana from 7th Sea will not be listed here. This is because

    they are easily replicated by the Honor + Intrigue rules already. For instance, because there are

    no “skill points” in Honor + Intrigue, University Advantage is of no use. You can just take“Learned” Advantage, and  possibly the Scholar career instead. Honor + Intrigue has a “Hunted

    Flaw” so there is no need to convert the Hunted Background from 7th Sea, either. You get the

     point.

    So here, we’ll be covering the “Big Ones”. Things like Dracheneisen, Man of Will, and various

    other powers that Honor + Intrigue does not handle using the Rules as Written.

    Converting Backgrounds

    You can take just about any 7th Sea Background, and turn it into an Honor + Intrigue Flaw.

    Whenever the background seriously affects you in some negative way, you gain 1 Fortune.

    Some Backgrounds might instead be considered Boons. If you can tap into this background for

    some special benefit or aid, pay 1 Fortune Point. Note that it is still possible that a beneficial

     background can cause problems as above as well.

    Example New Flaw: Defeated

    New Boons

    Bearsark

    Requirements: You must be Vesten. You must have the Barbarian or Warrior Career.

    You are immune to fear at all times.

    Prior to a battle, you may spend a Fortune Point to go berserk. You enter a mindless rage that

    will not stop until all enemies are down. The rest applies while you are berserk…

      You froth at the mouth.

      You feel no pain and are immune to the effects of pain (although you can still be knocked out or

    killed).

      Your Savvy is reduced to -2.

     

    You gain + 1 Might (also affects Lifeblood and damage rolls).  You increase your Terror Rating to by +2 (this stacks with any existing).

      It takes an easy ( +1 ) Savvy check (remember that Savvy is -2) to identify friend from foe in

    combat.

      You age a week for every round of combat you are berserk.

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    Castillian Blade

    Choose 1 type of Castillian blade (See Castillian Blades under Special Equipment) 

    Castillian Education

    This functions like the Learned Boon from Honor + Intrigue, and requires the character be a

    Castillian with the Scholar career. In addition to a Bonus Die, you get +1 to all rolls involvingacademic knowledge.

    Dangerous BeautyThis Boon is a gift… and a curse. Treat this as the Attractive Boon, but in addition, your appearance

    causes problems. Members of the same sex, jealous of the effect you have on the opposite sex may slight

    you, or even be openly hostile. It is difficult for people to forget you, as well, making it difficult to mix

    into the city’s population unnoticed. When your appearance causes you a serious problem, gain a Fortune

    Point.

    Dracheneisen

    In Honor + Intrigue rules, a Boon means that you have useful dracheneisen. If you are Eisen, andhave the Noble career, you have dracheneisen in some form (otherwise, you are an ex-noble).

    The difference that the Boon makes is whether or not the dracheneisen is useful . Without the

    Boon, your dracheneisen might be a single boot, or a punch bowl, or some other less beneficial piece. It’s still enough to make you a Noble, but not very useful in combat. 

    To have the Dracheneisen Boon, you must be Eisen, and you must have the Noble career.

    Your Rank in the Noble career determines how much dracheneisen you have. You get your Rank

    in Noble x2 points of dracheneisen. If you have 0 Ranks, you get 1 point of dracheneisen. Usethe following chart to spend your “Dracheneisen Points.” 

    Light Armor 2 pts (this is made from a hodge-podge of shoulder guards, arm guards, leg guards,a partial breastplate, etc. Wearing this is like wearing no armor at all in terms of penalties.)

    Helmet 1 pt

    Gauntlet 1 ptHeavy Armor 3 pts

    Small Weapon (a dagger, buckler) 1 pt

    Medium Weapon (Panzerhand, Pistol, sword, Crossbow) 2 ptsHeavy Weapon (2-Handed Sword, Musket, Arbalest) 3 pts

    Lock 1pt (Unbreakable padlock)

    Arrows/Quarrels 1pt (5 dracheneisen arrowheads. These get a penetration bonus, but no bonus to

    hit)

    Modified Panzerhand 3 pts (choose 1 option below)

      Built-in Pistol (4 Minor Actions to Reload; Misfire 2-3)

      Locking Grip (Once engaged, your grip can not be broken. Unlocking requires a key and a

     Major Action. Until then, your off-hand cannot be used for anything else.)

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      Mounted Crossbow (You have a crossbow mounted on your Panzerhand. It can either be a hand

    crossbow with the usual loading time, or a regular crossbow that takes 1 additional Minor

     Action to load because it must be done one-handed.)

      Spikes (Your Panzerhand has spikes on it. +1 to damage rolls.)

      Weighted Knuckles (Your Panzerhand is fused closed into a fist and has extra weight on the

    knuckles. It cannot be used for much other than punching. It does 1d6-1 damage with a punch.)

    Dracheneisen weapons give +1 to hit, parry, and all other 2d6 rolls, and add 10’ to the rangeincrement of any ranged weapon. For the purpose of avoiding breakage, take the roll made for

    the weapon and double it.

    (OPTIONAL: dracheneisen weapons ignore 2 points of Protection worn by the target of an

    attack. This does not apply to ranged weapons unless the ammunition is dracheneisen. Note that bullets cannot be made from dracheneisen because it is too light. If the weapon already negates

     protection in some way, use whichever is greater and add 1 to the Protection reduction)

    Dracheneisen armor functions like Adamant armor does in Honor + Intrigue (p 183). In addition,Eisen characters do not have a Flair penalty for wearing armor when they wear dracheneisen.

    Man of Will

    You are immune to mind-altering magic (sorte, runes, sidhe, etc.), effects of repartee, and the

    effects of fear and pain. It’s not that you don’t  feel  fear and pain; you just know how to ignorethem.

     Note: You may not have this Boon if you have any sort of magical ability.

    Puzzle Sword

    You own a Montaigne Puzzle Sword. This is for Montaigne characters only. You may roll to randomlyobtain one puzzle sword (see Special Equipment for more information).

    Righteous Wrath

    Inquisition Only

    You must also have the Inquisitor Career. You cannot also have the Blessed Boon.

    Each story you receive 2 miracle dice. These dice can be spent as follows(cannot use any except Vanishing Act on someone with Blessed advantage):

     

    Silver Tongue = Bonus Die on one social roll.  Gaze into the Abyss = Make a contested Daring check and you get +1 Daring. You

    gain a Terror rating against that person equal to your Inquisitor career rank.

      Fanatic Strength = +3 Might for one action.

      Piercing the Veil = You automatically detect a lie.

      Untapped Reserves = When you have no Fortune Points you can spend a miracle die to get 2

    Fortune Points.

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      Vanishing Act = With a distraction can disappear without a trace. This is automatic; no roll

    required.

    Syrneth Artifact

    Unless otherwise stated, the following artifacts exist with no change at all from the text presented

    in The Pirate Nations. In addition to this short list, the GM and player are encouraged to worktogether to create their own unique artifacts as well.

    Golden Marble (see PN pg 96)

    Green Bracelet Gives + 1d6 Protection against the first (and only the first) attack that damages

    you during a scene.Grinning Armband Works like a grappling gun, but with + 1 to hit, and you cannot fall off.Heavy Knife Does 1d6 Dmg instead of 1d3+1

    Mechanical Hand (see PN pg 96)

    Ornate Glove and Throwing Knife (see PN pg 96-97)Reddish Cutlass Spend a Minor Action and 1 Fortune Point to duplicate your attack. Essentially

    this lets you Split your action with no penalty, but both actions are exactly the same. Bothactions must be an attack (Bladework, Quick Cut, Lunge, Hilt Punch, etc). You use the same roll

    for both actions, including damage. You must spend the Minor Action and Fortune Point beforerolling the attack.

    Shining Belt (See PN pg 97)

    Silvery Box (See PN pg 97)Tarnished Mug and Cap (See PN pg 97)

    Sympathetic HealerThis does not count as a Boon. Instead, Sympathetic Healer is a Career that functions in much the same

    way as a type of Sorcery. See Sympathetic Healing under Sorcery.

    Twisted BladeVodacce Only: You own a Twisted Blade. See Twisted Blade under Special Equipment.

    UnboundMale Vodacce Only. All fate strands attached to you are court cards, so Fate Witches cannot affect you.

    You have a Terror Rating of 2 to Fate Witches

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    Special Equipment

    Castillian Blades

    Aldana Blade+1 to Initiative phase for actions using the Aldana blade.

    Gallegos Blade

    Spend a Fortune Point to re-roll an attack roll or to resist a Sword Break maneuver if you fail. Keep the more

    favorable result.

    Soldano Blade

    You can spend a Fortune Point to get +2 to any roll made using the Soldano Blade after rolling. This can be

    attack, damage, parry, etc. Before rolling, if you spend a Fortune Point, you get +1 to the result in addition to

    the Bonus Die.

    Torres Blade

    +1 to damage rolls.

    Zepeda Blade

    Spend a Fortune to re-roll an attack roll or damage roll.

    Montaigne Puzzle Swords

    Rolling for Puzzle Swords

    If a Montaigne Hero possesses a Puzzle Sword (with a Boon), roll 1d10 on the following charts to

    determine its exact nature, starting with the Common Swords Chart. This roll is modified by region ofMontaigne, allowing results to range from 0 to 11, rather than 1-10.

      Heroes from the western provinces (Verre, Toille, Martise, Rachetisse, Rogne, and La Motte)

    subtract 1 from all rolls on the Puzzle Sword Charts.

      Heroes from the northern provinces (Dore, Crieux, Aur, and Arrent) add 1 to all rolls on the

    Puzzle Sword Charts.

      Heroes from the southern provinces (Sices, Charouse, Pourisse Gloyure, and Surlign) do not

    modify their rolls.

    When you take the Puzzle Sword Boon; you take your chances. It is possible you will end up with a

    sword considerably less powerful than one you might otherwise acquire with a Boon; then again, you canalso roll one much MORE powerful. You should roll your results with the GM, as he may decide to let

    you reroll, or to disallow certain results. An especially generous GM may let you roll two or three times,

    and keep the result you like best.

    General Rules for Puzzle SwordsMany Puzzle Swords have hidden switches, buttons, etc.

    These switches are subject to the following rules:

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    • It takes a Tough (-4) Savvy Check to discover them unless the user is familiar with the switch already.

    • It takes no Actions to push a button, release a catch, etc., assuming that the person doing so is hold ing

    the sword in his hand.

    Many Puzzle Swords have detachable parts such as darts, oil reservoirs, etc. The removal or emptying of

    these things throws off the delicate balance of the sword. When a Puzzle Sword is off-balance, its wielderis at a penalty of -1 to all Attack Rolls and Active Defenses made with the sword.

    Common Puzzle Swords Dice Roll Chart0-5 Roll on the Renard Puzzle Swords Chart.

    6-11 Roll on the Loup Puzzle Swords Chart.

    Uncommon Swords Dice Roll Chart

    0-5 Roll on the Creer Puzzle Swords Chart.

    6-11 Roll on the Detruire Puzzle Swords Chart.

    Renard Puzzle Swords0 –  Garrote Hilt: there is a hidden garrote in the hilt.

    1 –  Solid Grip: Opponents get -1 to Parry this sword

    2 –  Disguised Sheath: The sword looks like an ordinary cane until unsheathed

    3 –  Well Balanced: +1 to Bladework

    4 –  Blade Catcher: +1 to Bind

    5-6 –  Roll Again on this chart (ignore 5-6 results) and also roll on the Uncommon Chart.

    7 –  Long Reach: +1 Initiative

    8 –  Locksmith’s Hilt: Hilt contains lockpicks that give +1 to all rolls to pick locks

    9 –  Secret Compartment

    10 –  Rust Proof

    11 –  Locking Sheath  –  It takes a Might of 6 to break it. Otherwise you must press the secret latch to

    open it.

    Loup Puzzle Swords0: Serrated Blade - +1 Damage with called shots

    1: Flamberge blade  –  1s explode on damage roll

    2: Light Sword - +1 Riposte

    3: Unbreakable 

    4: Barbed Guard - +1 Disarm

    5-6: Roll again on this chart and then also roll on the Uncommon Swords chart.

    7: Keen Blade - +1 Damage with Quick Cut

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    8: Spiked Guard - +1 Damage with Hilt Punch

    9: Never Dulls 

    10: Heavy Blade - +2 Beat

    11: Dagger Hilt (spring loaded dagger pops out when needed)

    Créer Puzzle Swords0: Smoke Cloud: The sword sprays smoke in a 10’ radius when a concealed button is pressed, plunging

    the area into total darkness for 10 phases. The sword contains enough smoke for one use, then must be

    refilled with a mixture of oil and common herbs (costing 1G) using 3 Minor Actions. When the reservoir

    is empty, the sword is off-balance.

    1: Articulated Grip: +1 Initiative

    2: Lizard’s Tail: The sword has a false tip that it can “shed.” After a successful Parry against the sword’s

    wielder, the tip falls off. The target must then reroll the Parry. If it’s successful a second time, the attack is

     blocked; otherwise the trick succeeds and the broken fragment of blade gets through after all. It takes 3

    Minor Actions to reattach the tip properly; without the tip, the sword is off-balance.

    3: Coiling Hilt: The hilt of this sword springs shut on its wielder’s hand one Phase after being picked up

    unless a hidden catch is released. It takes a 5 Might to pry the victim’s hand loose once the hilt has sprung

    shut. The victim must Spend a Fortune Point or the hand is broken for one month (treat as the missing

    limb Flaw for this period). The hilt can be opened by pushing the hidden catch.

    4: Grasping Hilt: The sword’s hilt is a form-fitting design that wraps around the wielder’s hand. When

    grasped, it locks into place. This has two benefits. First, the wielder cannot be disarmed of his sword.

    Secondly, the catch to release the hilt is hidden, which means that users unfamiliar with the sword will

    find that it traps their hand like a vise.

    5 – 6: Roll again on this chart. Ignore further 5 – 6 results, and roll on the Maitre Swords chart.

    7: Adjustable Hilt: The hilt of this sword can be shortened or lengthened, for use as either a Rapier or a

    Broadsword, by spending a Minor Action. Using it as a Broadsword requires both hands unless your

    Might is 1 or greater, while the Rapier form requires only one hand.

    8: Grappling Hilt: The hilt of the sword can be used as a grappling gun. It has 20 feet of strong cord in

    it, and takes 6 Minor Actions to rewind. If used as a weapon while the cord is unwound, the sword is off-

     balance

    9: Healing Touch: At the touch of a concealed switch, the sword injects a liquid into the wielder that

    heals him of 1d6 Lifeblood. The formula for this liquid is known to the wielder and costs 5G per dose, but

    is only effective if

    injected. Only one dose per day will work on a single person, and the sword’s reservoir holds only one

    dose. Afterwards it must be refilled, which takes 15 Minor Actions. When it is empty, the sword is off-

     balance.

    10: Loyal Hilt: A poisoned needle jabs into the base of the holder’s thumb one Phase after picking it up

    unless a hidden latch is released. The poison may be either arsenic or knock-out drops, at the owner’s

    option. Heavy gloves, gauntlets, or a panzerhand on the wielder’s sword hand will defeat this security

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    measure. The poison reservoir must be refilled after each use, but is not large enough to affect the sword’s

     balance.

    11: Blade Breaker: The blade breaker is a device designed to strike an opponent’s blade at a weak spot

    and shatter it. This is only useful when an opponent has just Parried the puzzle sword. The wielder then

    depresses a hidden button, and part of the sword’s hilt smashes down, attempting to break the other blade.

    This works like a free use of the Sword Break Maneuver, treating the damage as 1d6+1. Once sprung, amechanism must be rewound in the sword, requiring 6 Minor Actions, before the ability can be used

    again. Until then, the weapon is off balance.

    Détruire Puzzle Swords0: Pistol Hilt: There is a single-shot concealed pistol built into the hilt of the sword, which can be fired

     by depressing a hidden button.

    1: Firebreather: When the sword is swung and a concealed button is pressed, the sword sprays oil from

    its tip and ignites it with a built-in flint. This results in a two-foot arc of flame extending from the blade’s

    tip. This attack is rolled using Savvy + Ranged. If it hits, it does 1d6 fire damage. (also consult the rules

    for being set on fire). The sword holds enough oil for one use, and must be refilled afterward, taking 15

    Actions. When it is empty, the sword is off-balance.

    2: Blinding Spray The sword has a reservoir of liquid that can be sprayed into an opponent’s face at the

    touch of a hidden button. This requires a successful Ranged + Savvy attack roll with -2 to hit. Instead of

    suffering damage, the victim is blinded until the liquid is washed out of their eyes or one hour has passed,

    whichever comes first. The sword holds only enough liquid for one use, and takes 3 Minor Actions to

    refill (using water and herbs available for 50c). When the sword’s reservoir is empty, it is off -balance.

    3: Dart Hilt The sword can fire a small dart out of its pommel up to 10’ when a hidden button is pressed.

    This requires a successful Ranged + Savvy attack roll with -3 to hit. Deadly poisons or knock-out drops

    are typically smeared on the dart. If the dart is lost, a skilled Blacksmith (Rank 2+ in the Career) is

    required to replace it at a cost of 10G. When the dart is missing, the sword is off-balance. Poison must be

    reapplied to the dart after each use.

    4: Strange Metal The sword is made from metal so light that the wielder gets +1 to Initiative Rolls and

    +2 to break ties on Initiative.

    5 – 6: Roll again on this chart. Ignore further 5 – 6 results. Then roll on the Maitre Swords chart below.

    7: Spreading Blade: This sword is designed with a powerful spring between two half blades. When a

    hidden button is pushed, the two halves of the sword are forced apart. This often results in broken ribs and

    other horrifying wounds to the victim. After a successful attack, the Hero may activate this ability to

    inflict an additional +1d3 dmg to the target. However, the sword has -1 to resist Break Sword attempts,

    and once it has been sprung, it is useless until 6 Minor Actions have been spent resetting it.

    8: Poison Reservoir There is a small watertight compartment inside the sword’s hilt. When a certain

    decoration is twisted on the pommel, it opens up this compartment, allowing whatever is inside to flow

    out. If the sword is being held tip down when this is done, the liquid will flow down it, coating it liberally.

    This takes one Minor Action. However, until the end of the Round (or until the first successful attack

    with the weapon), the liquid will cling to the blade and seep into any wounds it makes. Typically, deadly

     poisons or knock-out drops are placed in the reservoir. The sword holds enough poison for one use and

    must afterward be refilled, taking 15 Minor Actions. When it is empty, the sword is off-balance.

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    9: Collapsing Hilt: If the sword is drawn from its sheath without pressing a hidden catch, roll a die. That

    many Phases later, the sword falls apart in the wielder’s hands, taking (10– Savvy) Minor Actions to

    reassemble.

    10: Tainted Metal: When an opponent is wounded by this sword, they do not heal damage inflicted by it

    normally for 1 day. In addition, any supernatural healing, alchemical healing, etc, is only half as effective.

    11: Razor Edge: You get a bonus die to damage rolls with this weapon, but this has no effect on the

    weapon’s ability to break sword, or to resist break sword attempts.

    Maître Puzzle Swords0 – 1: The Eager Blade This sword can instantly leap to its owner’s hand whenever he wills it, from any

    distance. (It is a free action to draw this sword or recover it from on the ground or even across the room).

    Should he ever hand the sword to another person hilt-first, the sword will begin to obey that person’s

    commands. If the owner dies, the first person to touch the sword becomes its new master.

    2 – 3: The Ghostly Blade No one but the sword’s owner can pick up this weapon. Everyone else’s hands

    simply pass right through it. While the wielder holds it in his hand, the sword is solid and can be touched

     by others (and touch them in return) but if he lets go of it, the sword once again resumes its ghostly behavior. Should he ever hand the sword to another person hilt-first, the sword will then allow only that

     person to pick it up. If the owner dies, the sword becomes solid, and the first person to touch it becomes

    its new master.

    4 – 5: The Grasping Blade Once per Act, this sword can cut at great distances. If the wielder can see a

     person, he can attack him with the sword, no matter how far away he is —  the blade disappears into the

    air and emerges near the target. The target can still use Passive and Active Defenses as usual. Of course, a

    Savvy Check (at -2) is in order if the target was unaware of the wielder. Failure renders the target

    Surprised.

    6 – 7: The Shimmering Blade Once per Act, this sword may “shimmer.” It begins to waver in the air like

    a mirage, and until the beginning of the next Round it ignores armor and cover and cannot be Parried (andthe opponent has -2 to Defense against it as well).

    8 – 9: The Greedy Blade This sword’s wielder may spend one Minor Action in order to cut open a hole in

    the air with the sword, and reach in with his other hand. This allows the wielder to act as though he had

    the Porte Pocket Knack at Rank 3, but objects inside never vanish.

    10 – 11: The Thirsty Blade Once per Act, this sword can draw some of the blood out of an opponent. The

    wielder declares that he is activating the blade before rolling for damage. He may then add +1d6 damage

    to the total.

    Vodacce Twisted BladeYou have a sword that has had its strands of destiny twisted by a Fate Witch. You can take this Boon multiple

    times to make your Twisted Blade more powerful. Each time, you get 2 “Destiny Dice” per session (to a

    maximum of 6) that you can use for any roll involving the sword, even damage. Destiny dice work just like a

    Bonus Die- except that you can apply them after seeing the dice roll. So if you rolled a 1, 2, you could use a

    Destiny Die. If that die came up 5, it would replace the 1, and your roll would become 7. 

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    Sword Schools

    Avalon

    Andrews

    Sourcebook: Swordsman’s Guild 

    Weaponry: Rapier

    Maneuvers: Lunge, Feint, Riposte, Dodge, Shove

    Benefit: +1 Parry, +1 Riposte

    Mastery: Bonus Die to Lunge attack rolls

    Donovan

    Sourcebook: Player’s Guide 

    Weaponry: Avalon Smallsword (1d3+1 Dmg, has cutting edge) / Buckler

    Maneuvers: Bind, Disarm, Riposte, Quick Cut, Hilt Punch (Buckler)

    Benefit: Donovan’s Twist: Deal 1 point of damage to attacker on successful Parry  

    Mastery: Edwards’ Thrust: You may spend a Fortune Point to make a free Bladework attack at

    -2 to hit; even if you have no remaining actions

    Goodfellow

    Sourcebook Avalon

    Weaponry Avalon Longbow (1d6+2 Damage)

    Maneuvers Aim Shot, Disarm, Tag, Staple, Quick Draw

    Benefit You may add half your Might (Round Down) to the damage done by your bow, Youcan make Tag and Disarm attempts using Ranged attack when using a longbow

    Mastery You have grown so fast, you may split actions when firing a Bow and knocking anarrow is now a Free action

    Finnegan

    Sourcebook Avalon

    Weaponry Unarmed

    Maneuvers Footwork, Shove/Trip, Grapple, Dodge, Riposte (Counter-Punch)

    Benefit Unarmed Attacks deal 1d6-1 damage instead of 1d2, you can make an unarmedRiposte(Counter-Punch) using Brawling instead of Melee following a successfulDodge

    Mastery No penalties from intoxication in combat, and you never pass out due to drink; Whenyou spend a Fortune Point to reduce damage you take, it is reduced by 3 rather than 2

    MacDonald

    Sourcebook: Avalon

    Weaponry: Claymore

    Maneuvers: Beat, Lunge, Hilt Punch, Shove/Trip, Sword Break

    Benefit: Eliminates -1 Penalty to Parry with Claymore

    Mastery: Ferocious Swing: You can elect to take a Penalty Die on your attack roll in exchange

    for a Bonus Die on your damage roll when using a Claymore. In addition, you nowdo 1d6+3 damage with a Claymore instead of 1d6+2

    Peecke

    Sourcebook: Sidhe Book of Nightmares

    Weaponry: Quarterstaff

    Maneuvers: Beat, Feint, Shove/Trip, Hilt Punch, Riposte

    Benefit: You can Split Actions with a Quarterstaff

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    Mastery: When you get a Mighty Success with any staff attack, you may make a free

    Shove/Trip attempt. If you get a Mighty Success with any Shove/Trip attempt usinga quarterstaff, you may make a free Bladework attack using the Quarterstaff againstthe fallen opponent.

    Robertson

    Sourcebook: Swordsman’s Guild Weaponry: Rapier and Cloak

    Maneuvers: Cloak Parry, Bind, Riposte, Shove, Feint

    Benefit: +1 Cloak Parry, +1 Riposte

    Mastery: When you get a Mighty Success on any roll made with the cloak, you may make an

    immediate free Bladework attack with the rapier.

    Castille

    Aldana

    Weaponry: Rapier  Feint, Riposte, Tag, Footwork, Dodge 

    Benefit: +1 to Initiative rolls Mastery: Spend Fortune to Dodge even when out of actions  

    Gallegos

    Weaponry: Rapier  Feint, Riposte, Tag, Lunge, Shove Benefit: +1 to Parry, +1 to Riposte Mastery: +1 to Defense

    Gustavo

    Sourcebook: Los Vagos

    Weaponry: Rapier (Mounted or on Foot)

    Maneuvers: Cloak Parry, Bind, Riposte, Shove, FeintBenefit: You can use the benefits of this style both on foot and while mounted.

    +1 damage with rapier when fighting from horsebackYou may use “Footwork” while mounted, as you can guide your steed into the perfect

     position on the battlefield+1 to Initiative rolls

    Mastery: You may take an additional Major or Minor Action in a round. The next round, youare unable to take an action of the type you took the previous round. You must beable to take both a Major and Minor Action in a round to use this Mastery.

    Soldano

    Weaponry: Two Rapiers 

    Tag, Quick-Slash, Footwork, Riposte, Lunge Benefit: For each Soldano school maneuver you’ve mastered, you reduce the penalty for splittingyour action to -1 when using two rapiers for one round. Thus if you mastered 3 maneuvers, you haveonly a -1 penalty to split your actions (using the rapiers) for 3 rounds. If you mastered 2 maneuvers,

    the benefit would last 2 rounds. This benefit begins being used in your first round of combat and

    continues until it expires, whether you choose to split your actions or not. Mastery: Spend a Fortune point to do +1d3 damage whenever you hit an opponent.

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    Torres

    Weaponry: Rapier and Cloak  Dodge, Tag, Stop-Thrust, Riposte, Feint Benefit: +1 Cloak Parry, +1 Riposte Mastery: You get a bonus die on damage with Stop-Thrust or Riposte 

    ZapedaWeaponry: Whip Bind, Disarm, Tag, Trip/Shove, Grapple Benefit: You can grapple and trip with the whip using Melee instead of Brawling. Also +1 toinitiative

    Mastery: Whenever you do damage with the whip, that opponent also has a Close Call.

    Montaigne

    Rois et Reines

    Weaponry: Musket and Bayonet Maneuvers: Quick-Draw, Lunge, Hilt-Punch, Aim, Quick-Load Benefit: +1 to Initiative Rolls, Increase Musket range increments by 10’ 

    Mastery: Spend a Fortune point to reduce Cover and Range penalties by 3 Valroux

    Weaponry: Rapier and Main Gauche Maneuvers: Feint, Tag, Riposte, Disarm, Bind Benefit: +1 to Parry with Main Gauche, Double Parry: Use Flair instead of Savvy to parry

    using Main Gauche and Rapier combined. You take a -2 penalty on your parry

    attempt, and if successful, you get a Fortune Point (does not count as an earned point) that must be used within the next round. You cannot split your action to

    double parry (you are using both weapons to parry a single attack). If you havemastered the Parry action, you can use your free Reaction to Double Parryinstead.

    Mastery: +1 to all rolls to use Repartee against opponents & your resistance to Repartee isincreased by 1 as well in combat. When you succeed at a Double Parry, you maymake an immediate Bind or Riposte for free.

    Tout Pres

    Weaponry: Rapier + Improvised Weapon -OR- 2 improvised weapons Maneuvers: Shove, Tag, Bind, Riposte, Dirty Fighting Benefit: No penalty for using improvised weapons Mastery: Mighty success with one weapon (on any roll; attack, parry, etc) = free attack with

    the other.

    Boucher

    Sourcebook: Montaigne

    Weaponry: Two Daggers

    Maneuvers: Riposte, Quick Cut, Dirty Fighting, Staple, Feint

    Benefit: +1 Initiative, opponents get -1 to Active Defenses taken against your dagger attacks

    Mastery: You may spend a Fortune Point to make a free Bladework attack with a Dagger at -2,

    even when you are otherwise out of actions

    Gualle

    Sourcebook: Swordsman’s Guild 

    Weaponry: Rapier and Parrying Dagger

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    Maneuvers: Bind, Disarm, Riposte, Sword Break, Footwork

    Benefit: +1 Parry and +1 Disarm with Parrying Dagger

    Mastery: If you succeed at Parrying with your Parrying Dagger, you can immediately make a

    Bind attempt as a free action.If you have your opponent’s weapon in a Bind with a Parrying Dagger, you can

    attempt to Disarm as a Minor Action. You can attempt a Disarm as a free action

    immediately after a successful bind (with no penalty for a Quick Disarm) by spendinga Fortune Point.

    Eisen

    Eisenfaust

    Weaponry: Broadsword and Panzerhand (1d3 Dmg)

    Maneuvers: Beat, Barehand Bind, Disarm, Barehand Parry, Break Sword

    Benefit: You get +1 to attack an enemy who has missed you (not because of any active defense

    on your part) earlier this round.

    Mastery: Spend a Fortune Point to immediately follow a successful Barehand Parry or Barehand

    Bind with a free Break Sword attempt.

    Drexel

    Sourcebook: Eisen

    Weaponry: Greatsword (Zweihander)

    Maneuvers: Dirty Fighting, Disarm, Lunge, Hilt Punch, Quick Cut

    Benefit: You do not have the -1 Parry penalty with a Zweihander.The Drexel School teaches its students to take up to four different stances. Each has

    its own benefit and drawback. Before you roll initiative each round, choose whichstance you are taking for the round. Changing stances takes no action, and occurs at

    the very beginning of your turn (so if you switch to an Initiative-affecting stance, itwill affect your current Initiative roll).You know 1 Stance for each Drexel maneuver you have mastered.

      Bittner (Forward Stance): Bonus Die to Reaction maneuvers, Penalty Die

    to Damage  Gerbeck (High Stance): +1 to Bladework, -1 to Reaction Maneuvers

      Kohler (Low Stance): Bonus Die to Initiative, Penalty Die to Damage

      Metzger (Back Stance): Bonus Die to Damage, Penalty Die to ReactionManeuvers and -1 Defense

    Mastery: Opponents in battle regard you as if you had a Terror rating of 2, and your TerrorRating cancels the Terror Rating of any opponents, and vice-versa. The effect is that

    men under your leadership will be less afraid because they are under your command.So if you are facing a creature with a Terror Rating of 3, it’s Terror Rating is reducedto 1 (and yours is Reduced to 0).

    Hopken

    Sourcebook: Eisen

    Weaponry: Crossbow

    Maneuvers: Quick Load, Staple, Disarm, Tag, Aim Shot

    Benefit: Crossbow range increments are increased by 10’ .You can make Tag and Disarmattempts using Ranged attack when using a crossbow.

    Mastery: You can use Hopken techniques with an Arbalest as well as a regular crossbow.When you successfully Quick Load, you achieve 3 Minor actions worth of loading(allowing you to load and fire an Arbalest every round if you have a Might of at least2, or are using a “goat’s foot” to help load).

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    All range and cover penalties to your shots are reduced by 1, to a minimum of 0.

    Gelingen

    Sourcebook: Eisen

    Weaponry: Depends on the monster; there is no specific assigned weaponry to this school

    Maneuvers: Instead of “Maneuvers” you instead learn how to exploit the weakness of certain

    monsters and animals. This only works on non-sentient monsters; it will not work onthe Sidhe, etc. Instead of learning a new Maneuver, you learn a new creature typeand how to effectively kill it. So you might have “Kobold”, “Horse”, or “Siren” as“Maneuvers”. Note that you can use the Maneuver mastery boon to begin with more

    Creature Types mastered as if they were ordinary maneuvers; however people whoare not trained in Gelingen cannot take creature types as maneuvers.

    Benefit: Against each creature type you have mastered, you get a bonus die to hit and damage.If the creature can be harmed, you will know how, and likely you are carrying the

    means to do it upon your person, assuming you were prepared for combat.

    Mastery: Against each creature type you have mastered, you get +2 Defense, and all passive

    defenses. You also add +2 to hit and damage, on top of your Bonus Die.You can choose to keep learning more “Maneuvers” even once you have become a

    master of the school by mastering 5. In fact, you know monsters so well, it is noweasier for your to learn how to defeat new monsters, and you “Master” a new monstertype for only 3 Advancement Points instead of 5.

    Posen

    Sourcebook: Eisen

    Weaponry: Boarspear (Horse-Lance)

    Maneuvers: Beat, Hurl Spear, Stop-Thrust, Lunge, Footwork

    Benefit: You can use the benefits of this style both on foot and while mounted.You can throw a boarspear with a 10’ Range increment You may use “Footwork” while mounted, as you can guide your steed into the perfect

     position on the battlefield+1 to Initiative rolls

    Mastery: You may take an additional Major or Minor Action in a round. The next round, youare unable to take an action of the type you took the previous round. You must be

    able to take both a Major and Minor Action in a round to use this Mastery.

    Loring

    Sourcebook: Freiburg

    Weaponry: Two Panzerhands

    Maneuvers: Footwork, Disarm, Barehand Parry, Barehand Bind, Grapple

    Benefit: 1d6-1 Damage with Panzerhands instead of 1d3You can choose to avoid the penalty die to Quick Disarm by taking a -1 Defense for

    the round instead.

    Mastery: When you successfully Barehand Bind an opponent’s weapon, you may make an

    immediate Disarm attempt as a free action, with no penalty for being a “Quick”Disarm.You also receive 1 Free Barehand Parry per round.

    Durchsetzungburg

    Sourcebook: Swordsman’s Guild 

    Weaponry: Saber

    Maneuvers: Tag, Glide, Quick Cut, Riposte, Beat

    Benefit: +1 to Tag and +1 to Parry with saber

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    Mastery: +1 to Called Shots. Called Shots do +1 Damage as well.

    Ussura

    Bogatyr

    Sourcebook: Ussura

    Weaponry: 2-Handed Axe

    Maneuvers: Hurl Axe, Hilt Punch, Moulinet, Beat, BindBenefit: You may throw a 2-Handed Axe with a 5’ Range Increment 

    Your penalty for Parrying with a 2-Handed Axe is only -1 instead of -2

    +1 Damage with a 2-Handed Axe

    Mastery: You gain a Terror Rating of +2 (this stacks with any existing rating you may have

    from something other than a Sword School) and also get +2 to Daring checks made toresist fear

    Buslayevich

    Sourcebook: Ussura

    Special: It is suggested that you take the “Born in the Saddle” Boon along with this school 

    Weaponry: Bow

    Maneuvers: Footwork, Quick Draw (arrow), Staple, Tag, DisarmBenefit:  No penalty for firing a bow from Horseback

    +1 Initiative

    You may use “Footwork” while mounted, as you can guide your steed into the perfect position on the battlefieldYou may make ranged Tag and Disarm attacks using a bow

    Mastery: Gain 3 Fortune Points at the start of every combat or chase scene. These do not countas Advancement points, and they disappear at the end of the scene. These FortunePoints can only be used while mounted and holding a bow.

    Dobrynya

    Sourcebook: Ussura

    Weaponry: Unarmed (Wrestling)

    Maneuvers: Disarm, Choke/Crush, Grapple, Footwork, Shove/TripBenefit: You get a bonus die to resist the effects of Cold

    +1 Choke/Crush and +1 Disarm

    Mastery: Whenever you are damaged by an attack, you may either spend a Fortune Point toreduce the damage by 3 (instead of the usual 2) or to immediately use Choke/Crush

    on a grappled opponent as a free action.

    Vendel

    Larsen

    Sourcebook: Vendel / Vesten

    Special: You should take the Night Sight Boon in conjunction with this School

    Weaponry: Rapier / Lantern (1d3 dmg, +1 Beat)

    Maneuvers: Dirty Fighting, Feint, Hilt Punch (Lantern), Footwork, Beat (Lantern)

    Benefit: Your penalties due to darkness are reduced by 1 (this stacks with Night Sight, which

    would mean no penalty at all in very dim light, and only a Penalty Die in pitch blackness for most rolls aside from ranged attacks).

    Mastery: When you use your Lantern to make a Dirty Fighting attack against an enemy, you blind them with a sudden flash of light. They remain blind until they YieldAdvantage or spend a Major Action to recover. (Blindness means they are At a Loss,

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    have a Penalty Die on all dice rolls, including initiative, damage, etc. -4 to all ranged

    attacks, and ranged attacks beyond Close range are impossible).You have +1 Defense and on all Reaction Maneuvers while fighting in darkness.

    Rasmussen

    Sourcebook: Vendel/Vesten

    Weaponry: PistolManeuvers: Hilt Punch, Aim Shot, Quick Load, Quick Draw, Tag

    Benefit: You can make Tag and Disarm attempts using Ranged attack when using a pistol.

    Pistol range increments by 10’ 

    Mastery: An attack following an Aim Shot Maneuver does +1d3 Damage

    Snedig

    Sourcebook: Swordsman’s Guild 

    Weaponry: Rapier

    Maneuvers: Beat, Feint, Lunge, Riposte, Shove/Trip

    Benefit: Bide your time: You can choose to take a Penalty Die on initiative to get a Bonus Dieeither for a damage roll or for a Reaction roll this round. This bonus die is lost at thestart of next round, or after you have rolled it, whether it succeeds or not.

    Mastery: You do +1 damage with a rapier. This stacks with any bonus for masteringmaneuvers, etc.

    Swanson

    Sourcebook: Swordsman’s Guild 

    Weaponry: Swordcane (Smallsword) / Cane (Club)

    Maneuvers: Dirty Fighting, Hilt Punch, Bind, Quick Draw, Feint

    Benefit: +1 to Parry (Cane) +1 Dirty Fighting (Cane)

    Mastery: You have no penalty to the Parry action when you split actions. So if you splitactions to Parry and Riposte, you would have -0 to Parry and -2 to Riposte.

    Vesten

    HalfdanssenSourcebook: Vendel / VestenWeaponry: Harpoon

    Maneuvers: Hurl Spear, Staple, Disarm, Lunge, Hilt Punch

    Benefit: +1 to Attack aquatic creatures No Melee penalty when fighting with a Harpoon

    When an opponent takes damage from your attack, you receive a free attempt toStaple. If the Staple is successful, the target is considered Impaled. While Impaled,

    the target suffers -1 to all rolls and Defense. Removing the harpoon does 1d3 damageand takes a Minor Action.

    Mastery: If your opponent has been Impaled, they must take 1d6 damage and spend a MajorAction to remove the weapon.

    KjemperSourcebook: Swordsman’s Guild 

    Weaponry: Longsword and Round Shield (treat as Kite shield)

    Maneuvers: Shove, Hilt Punch (shield), Beat, Break Sword, Bind

    Benefit: You have become an expert at attacking and breaking an opponent’s weapon. You

    can choose to make a Bladework attack at -2 to hit. If you succeed, instead of doingdamage, you may make an immediate free Break Sword Attempt.

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    Mastery: +1 Damage with longsword. This applies even to damage rolls made to perform the

    Break Sword maneuver.+1 Defense with your Shield.

    Leegstra

    Sourcebook: Player’s Guide 

    Weaponry: Axe or BroadswordManeuvers: Beat, Shove/Trip, Hilt Punch, Grapple, Choke/Crush

    Benefit: Sacrifice a Minor Action to do +1d3 Damage with your axe with your Major Action

    OR Sacrifice a Minor Action to gain +1d3 Protection (which stacks with any existingProtection) against one attack that hits you. You can choose to Sacrifice this MinorAction in advance of your turn, in time to reduce damage from an incoming attack.

    Mastery: Gain a Bonus Die on damage rolls made using your axe

    Siggursdottir

    Sourcebook: Vendel / Vesten

    Weaponry: Two Hand Axes

    Maneuvers: Hurl Axe, Moulinet, Quick Cut, Quick Draw, Footwork

    Benefit: Double Strike: You have learned to swing both axes in one fluid motion. You can

    choose to take a penalty die to hit for a bonus die on the damage roll with aBladework attack.

    Mastery: You can spend a Fortune Point to make an additional Bladework or Hurl Axe attackon your turn at -2, even if otherwise out of actions.

    Urostifter

    Sourcebook: Swordsman’s Guild 

    Weaponry: Two Longswords

    Maneuvers: Beat, Feint, Bind, Shove/Trip, Riposte

    Benefit: +1 Parry and Feint with Longsword

    Mastery: You may spend a Fortune Point to make a free Taunt Repartee against anopponent during your turn.

    +1 Damage with Longsword 

    Voddace

    Ambrogia

    Sourcebook: Player’s Guide 

    Special: You must take the Left-Handed Training Boon with this School

    Weaponry: Rapier / Main Gauche

    Maneuvers: Dirty Fighting, Riposte, Feint, Hilt Punch, Glide

    Benefit: If an opponent Yields Advantage to avoid damage from your attack, you may YieldAdvantage to do damage anyway. The opponent may choose to Yield Advantageagain to cancel the damage.

    Mastery: If an opponent attacks you and fails, you get a bonus die on your next attack againstthem. This attack must be made within 1 round or the bonus is lost.

    Bernoulli 

    Sourcebook : Vodacce

    Weaponry: Saber

    Maneuvers: Beat, Lunge, Shove, Moulinet, Quick Cut

    Benefit: Lunge +1, Parry +1

    Mastery: Spend a Fortune Point to reroll an attack roll using the saber

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    Capputina

    Sourcebook: Vodocce

    Weaponry: Throwing Knives

    Maneuvers: Staple, Quick Draw, Disarm, Quick Cut, Tag

    Benefit: For every Mastered maneuver in the style, you may throw an additional knife in asingle action (make only 1 attack roll). Each additional knife adds +1 to the damage

    of the single attack. OR remove 1 pawn for each knife thrown.You may also use Ranged Attack in place of Melee to Disarm or Tag with a thrownknife.

    Mastery: Gain a Bonus Die to Ranged attack rolls made with a single throwing knife

    Lucani 

    Sourcebook : Swordsman’s Guild

    Weaponry: Broadsword and Fist

    Maneuvers: Beat, Hilt Punch, Shove/Trip, Footwork, Grapple

    Benefit: Footwork +1, Shove/Trip +1

    Mastery: When you get a Mighty Success with a Brawling maneuver, you may make animmediate Bladework attack with the broadsword as a free action

    Villanova Sourcebook : Vodacce

    Weaponry: Rapier/Main Gauche

    Maneuvers: Stop Thrust, Feint, Footwork, Bind, Dirty Fighting

    Benefit: +1 Feint, +1 Parry with Main Gauche

    Mastery: You may create a false opening in your defense to lure your opponent in for a deadlystop-thrust. At the beginning of your turn, you may choose to lower your Defense asmany as 3. This lasts till the beginning of your turn next round. Until then, you get anequal bonus on your rolls to Stop-Thrust. So if you took -2 to your Defense for the

    round, you would get +2 to Stop-Thrust.

    Church of the Prophets

    Rossini

    Sourcebook: Church of the Prophets

    Weaponry: Halberd

    Maneuvers: Bind, Disarm, Beat, Hilt Punch, Shove/Trip

    Benefit: While armed with a Halberd, the student gets +1 Defense against melee and brawling

    attacks, a bonus they can choose to apply to either themselves or to somebody next tothem (the person they are charged with defending).Fighters trained in the Rossini Style forgo the usual -1 penalty to Parry for two-

    handed weapons.You can Parry attacks meant for yourself or for your charge.

    Mastery: You’ve become adept at standing your ground and parrying rather than retreat fromattack. You may spend a Fortune Point to make a free Parry, even if you have no

    actions remaining.

    Swords of Solomon

    Sourcebook: Church of the Prophets

    Weaponry: Solomon Serpent Sword (+2 to rolls to avoid Sword Break maneuver) + Kite Shield

    Maneuvers: Bind, Disarm, Hilt Punch (Shield), Shove/Trip, Sword Break

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    Benefit: While armed with a Shield, the student gets +1 Defense against all attacks, a bonus

    they can choose to apply to either themselves or to somebody next to them (the person they are charged with defending).You are not at all encumbered by wielding a Kite Shield.

    You can Parry attacks meant for yourself or for your charge.

    Mastery: +1 to all rolls made using the Solomon Serpent Sword, including damage.

    The Friars / Rogues of the Cross

    Sourcebook: Church of the Prophets

    Special You must have the Clergy career (Friar in the Church of Avalon)

    Weaponry: Unarmed + Improvised Weapons

    Maneuvers: Beat (Improvised Weapon), Shove/Trip, Disarm, Dirty Fighting, Dodge

    Benefit:  No penalty with Improvised Weapons

    +1 Damage with Brawling attacks

    Mastery: When you hit an opponent 3 times with an unarmed or improvised attack, they must

    make a Hard (-2) Flair check or lose 1 Composure due to embarrassment.+1 to all rolls made using improvised weapons, including damage

    Pirate Nations

    Rogers

    Sourcebook: Pirate Nations

    Weaponry: Rapier or Cutlass, may also use Improvised Weapons

    Maneuvers: Bind, Dirty Fighting, Shove/Trip, Disarm, Quick Draw

    Benefit: Choose any 2 of the following “Pirate Tricks”:

      You can “Quick Draw” a weapon that has fallen to the ground by kicking it

    up into your hand.

      You get a Bonus Die to perform stunts aboard a ship, such as riding a dagger

    down the sail, or swinging into an enemy from a rope, etc.

      You ignore the penalties for Improvised Weapons

     

    Gain +1 Terror Rating (you may take this up to two times, which stacks)

      +1 to Shove/Trip and Dirty Fighting attacks

      +1 to hit with Belaying Pins and Beer Mugs

      +1 to any Boarding Action roll made during Ship to Ship combat when you

    are part of the Boarding Action

    Mastery: +1 to Defense and Reactions made from on board a ship

    Choose 2 more Pirate Tricks. You may continue to learn new Pirate Tricks for 5Advancement Points each.

    Secret Society Schools

    Bonita

    Sourcebook: Invisible CollegeSpecial: You must be a member of the Invisible College

    Weaponry: Rapier

    Maneuvers: Bind, Disarm, Dodge, Shove/Trip, Footwork

    Benefit: +1 to all rolls to escape during a chase scene

    +1 to Parry

    Mastery: You’ve become so skilled at defending yourself that you may spend a Fortune Point

    to make a free Parry or Dodge, even if you have no actions remaining.

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    El Punal Occulto

    Sourcebook: Los Vagos

    Special: You must be a member of El Corazon Del Vago

    Weaponry: Rapier with spring-loaded dagger

    Maneuvers: Hilt Punch, Bind, Shove, Feint, Riposte

    Benefit: As a member of El Corazon Del Vago who has also learned the El Punal Occultostyle, you are given a rapier with a spring-loaded dagger for free (you don’t need to

     buy a boon for it). This sword, the Punal Occulto, allows the dagger to spring out to

    stab with the pommel OR it can be separated for 2-weapon fighting. If yousuccessfully Shove an opponent, you may spend a Fortune Point to make a free

    Bladework attack with the knife.

    Mastery: When you Hilt Punch using the sword while the dagger blade is sprung, it has the

    effect of a Hilt Punch and does the damage of a dagger Bladework attack. Once perscene, you may make two free Hilt Punch attacks against an opponent you havesuccessfully attacked with Bladework using your sword.

    Mortis

    Sourcebook: Die Kreuzritter

    Special: You must be a member of Die Kreuzritter and have the Assassin career to take thisschool

    Weaponry: Two Stilettos

    Maneuvers: Riposte, Quick Draw, Bind, Feint, Footwork

    Benefit: You can throw a Stiletto with a 5’ Range Increment +1 Damage with Called Shots against an opponent who is surprised

    Mastery: The Litany of Death: You begin giving the opponent the Last Rites while they arestill alive. Each round, your Terror Rating increases by +1, at the start of your turn.The opponent must make a Daring roll against your new Terror Rating each time it

    increases. Your Terror Rating stops increasing once it is equal to your Flair +1.

    Shield Man

    Sourcebook: Explorer’s Society

    Special: You must be a member of the Explorer’s Society 

    Weaponry: Improvised Weapons

    Maneuvers: Dirty Fighting, Bind, Shove/Trip, Riposte, Dodge

    Benefit:  No penalties with Improvised WeaponsYou can parry for a companion

    Mastery: When you roll to avoid a trap, you can apply the roll to a companion as well by takinga -2 to the roll (you pull them out of the way). You can spend a Fortune Point to givea companion a Close Call to avoid a Trap if you wish.+1 Parry with improvised weapons,

    Vipera Ex Morsi

    Sourcebook: Rilasciare

    Special: You must be a member of the Rilasciare and you must have the Assassin careerWeaponry: Stiletto

    Maneuvers: Dirty Fighting, Grapple, Shove/Trip, Lunge, Quick Draw

    Benefit: +1 Damage with called shots using StilettoIf your opponent Yields Advantage to an attack, they still take 1 point of damage

    Mastery: You have become a master of killing with a stiletto. In your hands it does 1d6damage

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    Desaix

    Sourcebook: Rose and Cross

    Special: You must be a member of the Rose and Cross

    Weaponry: Rapier and Main Gauche

    Maneuvers: Feint, Lunge, Footwork, Bind, Disarm

    Benefit:You get +1 to Parry with the Main Gauche, and you can make Parries for another person you are protecting (Knights of the Rose and Cross often rescue the weak).When you split your actions to make two Bladework attacks against a singletarget using the rapier and main gauche, you can take the -2 penalty for splitting

    actions on the damage rolls instead of the attack rolls.

    Mastery: You’ve become so skilled at defending yourself that you may spend a Fortune Pointto make a free Parry, even if you have no actions remaining. This can be used to

    defend other people as well as yourself.

    Necare

    Sourcebook: Sophia’s Daughters 

    Special: You must be a member of the Sophia’s Daughters and you must have the Assassincareer. You should have the Poisoner and Magnificent Arms/Hidden Weapon boons.

    Weaponry: DaggerManeuvers: Shove, Quick Draw, Feint, Quick Cut, Lunge

    Benefit: There is one type of poison you work with a lot and have built up immunity to it.You do +1 damage to any target that is At a Loss when using a dagger.

    Mastery: You are now immune to all poisons.The Light Touch: You can attack a target with such a light scratch that they may noteven realize they have been cut (or poisoned). You can make an attack roll against a

    target with -3 to hit. If you succeed, they take 0 damage, but have been poisoned byyour cut nevertheless. They must make a tough (-4) Savvy check to even notice

    they’ve been injured, as would anybody inspecting their body (or corpse) afterwards(a physician or assassin could add their career bonus to this check when inspectingthe body of another person).

    Quinn

    Sourcebook:  Novus Ordum Mundi (ebook)

    Special: Must be a member of NOM’s assassins, the Espectro Acero (steel  phantoms), trained

     by the master assassin Quinn himself. You must of course, have the Assassin Career

    Weaponry: Knife (any, but techniques do not apply to throwing attacks)

    Maneuvers: Beat, Feint, Lunge, Grapple, Quick Draw

    Benefit: +1 Damage with any knife, +2 if the target is Surprised. +1 to all rolls to use stealth.

    Mastery: Killing Blow. Spend 2 Fortune Points to increase damage by +1d6 after a successful

    attack. If the opponent is surprised, the damage is increased by +1d6 per FortunePoint spent (you may spend as many Fortune as you like this way).

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    7th Sea Sorcery Conversion

    Rank 0-2 Apprentice

    Rank 3-4 Adept

    Rank 5-6 Master

    Half Blooded vs. Full Blooded: This is distinguished simply by how many Ranks you take. If you are

    half-blooded, you should not have any more than 2 Ranks in any sorcery.

    Twice-Blooded: You can choose to be Twice-Blooded. If this is the case, choose two types of sorcery

    for this career. However your ranks in the career count as follows: 0-1 = Counts as 0 Ranks in both; 2-3 =

    Counts as 1 Rank in each, 4-5 = Counts as 2 Ranks in each.

     Note: You cannot take the “Gifted” boon with Sorcery if you are Half -Blooded or Twice-Blooded

    Important: The Price of Sorcery: Learning to use sorcery requires a lot of extra time and concentration.

    If you have the Sorcerer Career, you get 1 less point to spend on Careers at start. This means you would

    normally begin with 3 points to spend on your 4 Careers at start. You cannot begin with more than 3

    Ranks in sorcery at start unless you have the Gifted Boon.

    Important: Advancement: Because it is so powerful, raising Sorcery uses Advancement Points as if it

    were a Quality rather than a Career.

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    El Fuego AdentroEl 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 fuel unless the

    Feed knack is used to compensate.

    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 caneven cross 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.

    At rank 0, you can have just 1 ability. For each rank you gain, you may choose 2 Apprentice Abilities, or

    1 Adept or Master ability (if you qualify). Aside from getting abilities as you raise Rank, you can also buy additional Abilities for 20 Advancement Points each.

    Concentrate  For every rank you can control an additional fire beyond the first.

    Extinguish  You may use a Major action to reduce a fire by a number of rounds equal to your rank

    in this knack. You can affect 100 square feet of fire per rank. Thus a Rank 3, you can

    reduce 300 square feet of fire from Round 6 (4d6 Dmg) to Round 3 (1d6 Dmg). No

    roll is required.

    If instead you want to aid someone else extinguish a flame (and attract less attention to

    yourself) you can add your Career rank as a bonus to their roll to extinguish it. This is

    only a Minor Action.

    Feed You may keep a fire going by taking damage as if you were on fire. This damage is

    reduced by your rank in this sorcery to a minimum of 0. Remember that fire does an

    incr easing amount of damage each round! So the first round you’d take 1 damage,

    round 2 you’d take 1d3 damage, etc (reduced by your rank each round) 

    Range You may affect fires up to 40 feet times your rank away.

    Fire Table

    Round 1: 1 Dmg, Candle

    Round 2: 1d3 Dmg, Torch

    Round 3: 1d6 Dmg, Campfire

    Round 4: 2d6 Dmg, BonfireRound 5: 3d6 Dmg, House fire

    Round 6+: 4d6 Dmg, Forest Fire

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    Firestarting You may take 1 damage to light a fire in adverse conditions. How adverse depends on

    your rank

    1=damp tinder or strong wind, 2= wet tinder or light rain,

    3= waterlogged tinder or medium rain, 4= non-combustible tinder or heavy rain, 5=

    any material or weather conditions.

    Flaming Blade You may place your sword into a fire and pick up the flames. The sword does extra

    damage as follows: +1 (Apprentice), +2 (Adept), or +3 (Master).

    Hurl Fire *Requires Adept  status before this can be used

    You may use a Major action to reach into a fire and throw a chunk at an opponent.

    Roll Savvy+Ranged to hit with a range of 5+(Might*2) yards. Damage if you hit is

    1d6+1 (Adept) or 2d6 (Master). Regardless, you lose 1 Lifeblood. This fire dies out

    and cannot be used to ignite someone or something.

    Fire Flies *Requires Master  status before this can be used. 

    You may spend 2 full rounds to convert 1d6 of fire into a 10' by 10' cloud of fireflies,

    and you lose 1 Lifeblood (which won't heal until the cloud goes away). You control

    the cloud as a Minor Action and can extinguish it at will with no action. The cloud can

    move 50 feet per round. Any creature in the cloud loses 1 Lifeblood unless wearing

    heavy clothing or other protection. You can have 1 cloud per Rank.

    Flame Serpent *Requires Master  status 

    You may spend 3 full rounds to transform 2d6 of fire into a flame serpent, and you lose

    3 Lifeblood (which won't heal until the serpent goes away). You control the serpent

    with a Minor Action and can extinguish it at will using no action. It moves 20’ per

    round. It acts as if it had all Qualities and Brawling of 2. It has a Defense of 0, but itcannot be harmed except by immersion in water. It has 10 Lifeblood and takes damage

    from water the way normal people are damaged by fire. It does 2d6 damage with its

    first attack, each subsequent attack does -1 damage less. It can negate 1 point of

     penalty to damage by spending a round sitting in a fire (eventually restoring it to the

    full 2d6). You can have 1 Flame Serpent per 2 ranks at a time.

    Firebird  Requires Master  status

    You may spend four full rounds to transform 3d6 of fire into a firebird with a 40 foot

    wingspan, and you lose 5 Lifeblood (which won't heal until the firebird goes away).

    You control the firebird with a minor action and can extinguish it at will with no

    action. When extinguishing it, you may choose to have it explode doing 4d6 damage(in the same manner as a grenade).

    It acts as if it had all Qualities of 2, but it cannot be harmed except by immersion in

    water (as Flame Serpent). It does not attack or deal damage. It can instead travel up to

    25 miles times your rank each day.

    And it may carry one passenger for every 2 ranks you have.

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    Glamour MagicGlamour was taught to the Avalons by the Sidhe. If the Graal is lost, Glamour will stop working.You may have only one Legend for each Quality.

    Apprentice  You get +1 Fortune point per session. 

    You may use the Apprentice ability of any Legend knacks you know. 

    Adept  You get +2 Fortune points per session. You can spend a Fortune point to undo the effect of another character's use of a

    Fortune Point. 

    You may use the Adept ability of any Legend knacks you know. 

    Master   You get +3 Fortune points per session 

    You may use the Master ability of any Legend knacks you know. 

    *Sidhe Legends: Normally you are limited to 1 Legend per Quality. However, sidhe and

    humans with a Quality of 6 are not bound by this restriction. If you have a Quality of 6, you maytake a second Legend for that Quality. In addition, you may choose from the special Sidhe

    Legends. However whenever you use a Sidhe legend, there is a chance they'll notice and becomecurious. The GM will secretly roll whenever you use it, and if the result is a 2 on 2d6, you'll be

    noticed. If you're in Bryn Brasl, the GM rolls a Penalty Die as well, keeping the lowest 2 dice.

    Might Legends 

    The Horned Hunter: You may spend a Fortune Point to use your rank instead of Might for one

    die roll. If your Might is higher, you may add 1 to your Might for one roll.

    Adept: At the start of your turn, you may spend a Fortune Point to use your rank instead of

    Might for one round. If your Might is higher, you may add 1 to your Might for one round. Thistemporarily even raises your Lifeblood.

    Iron Meg: Apprentice: You may spend a Fortune Point and a Major Action to heal yourself of 1

    Lifeblood per Rank.  Adept: You may spend a Fortune Point to cancel the effects of a poison affecting you. 

    Mad Jack O'Bannon:  Apprentice: You may spend a Fortune Point to disappear behind an object as long as you remain

    still. You can still be heard and can be seen if you peek around the object to look.  Adept: You may spend a Fortune Point to disappear behind one object and reappear behind

    another that is up to 100 feet away for each rank.  Master: You may spend 3 Fortune Points when killed. If you do, you return to life at dawn thenext morning with 1 less Might (permanent until Advancement is spent to increase it). If your

    Might becomes 0 or less, you stay dead. 

    The Horned King*  Apprentice: +1 to seduction and social rolls against someone of the opposite sex.  Adept: You can activate this Legend to move from a forest to any other forest within 100 miles.

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    You have no control over where in the forest you appear. 

     Master: You assume the form of any animal up to bear s