7th Sea: A Great Star Falls – Advantages

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7th Sea: A Great Star Falls | System | Character Creation | Skills | Fighting Schools | Magic (GlamourLaerdomPyeryem) | Advantages | Arcana

Nations (AvalonCastilleEisenMontaigneUssuraVesten/VendelVodacce) | Religions | Organisations and Societies | Character List | Interludes


Advantages are a way of giving your character their own unique strengths and play style. This is where little knacks, secret knowledge, or the benefits of a pampered upbringing are purchased.

Combat Advantages

Academy Trained
Your background includess training in a military school. Once per session, you can pick up a weapon you don't have a Skill in and be treated as an Apprentice in all skill checks relating to it for the rest of the session.
2 Points: Purchase this Advantage for an Eisen character
3 Points: Purchase this Advantage for any other character

Berserker
2 Points: You are a fighter trained to continue attacking until the last gasp. When you activate your Berserker rage, you are immune to fear effects and ignore wound penalties until you are unconscious. However, you cannot break off from a combat until you are unconscious or victorious.
(Limited to Vesten characters only)

Fighting School Knowledge
1 Point: You gain +2 to the total of your draw on all combat-related rolls (offensive and defensive) against users of a specific fighting school.
(You will need to specify which Fighting School this Advantage relates to when you purchase it)

Left Handed
1 Point: You gain +1 to the total of your draw on all combat checks unless your opponent is Left Handed as well.

Intellectual Advantages

Animal Affinity
1 Point: You gain +2 to the total of your draw when you are trying to calm or control animals

Castellian Education
1 Point: You have an education from a University in Castille. You can ask a knowledge-based question of the STs once per session.

Spark of Genius
1 Point: You have a mind that is constantly producing new ideas for machines and mechanisms. On your way to a mission, you can attempt to invent an item to assist you with your goals.
(Limited to Members of the Invisible College only)

University Training
2 Points: Once per session, select a field of knowledge that would be covered under an Academic skill and have an effective Apprentice level for all skill checks in that field for the rest of session.

Physical Advantages

Appearance
An appearance that draws attention.
1 Point: Good-Looking - You are better-looking than the average person. Add 2 to the total of any check to charm someone.
1 Point: Dangerous Beauty - There is something about you that is attractive and alluring to others. Add 2 to the total of any check to seduce someone.
1 Point: Unnerving Countenance - You look unsettling, and people tend to be a little afraid of you. Add 2 to the total of any check to intimidate someone.
(You can only purchase one Appearance per character)

Handy
1 Point: When trying to repair objects you don’t have a relevant Skill for, you can draw as if you were an Apprentice.

Keen Senses
1 Point: One sense is heightened above normal human levels. Add an extra card to any non-combat check involving the selected sense.
(You must specify which sense benefits from this Advantage when you purchase it)

Large
1 Point: A large frame gives additional lifting and carrying power. Add an extra card to any check involving physical strength (except attacks).

Small
1 Point: A smaller frame gives more options for getting out of the way and out of sight. Add an extra card to any check involving dodging or hiding (this doesn't apply to other kinds of stealth checks).

Resistance Advantages

Able Drinker
An improved resistance to Alcohol and other substances like knockout drops (but not poisons). When you've been drinking, you gain an increased draw to resist the effects of alcohol.
1 Point: Draw 2 cards
2 Point: Draw 3 cards

Guardian Angel
3 Points: Someone or something is looking out for you, and at ST discretion may appear or influence events to save you from a major setback or dangerous situation.

Indomitable
1 Point: A kind of fortitude that resists threats and does not give in easily. Add 2 to the total any chest to resist threats or intimidation.

Iron Will
4 Points: An immunity to fear and sorceries that affect the mind.

Poison Resistance
An improved resistance to the effects of poisons. In situations where you’re exposed to a poison, you gain an increased draw to resist the effects of the poison.
1 Point: Draw 2 cards
2 Point: Draw 3 cards

Toughness
1 Point: Gain an additional health level and ignore the first physical injury penalty.

Unbound
3 Points: An immunity to magic that manipulates the strings of fate. Attempts to use Sorte on this character backfire.
(Limited to Vodacce men only)

Social Advantages

Commission
A military rank, generally one you still hold. You must specify the nation and what branch of the military you are Commissioned in when you select this advantage. You gain a bonus to interactions with NPCs belonging to militaries, but may also incur penalties around military NPCs who are hostile to your nation.
You will also need to obey regulations, and may lose access to this advantage if your behaviour is deemed unacceptable by your superiors.
1 Point: Lieutenant, add 2 to the total of any social check when interacting with military NPCs
2 Points: Captain, add 3 to the total of any social check when interacting with military NPCs

Connections
A personal relationship with an NPC who can provide you with information and, if your relationship is good enough, favours. You can have a Military, Noble, Street, or International contact.
1 Point: You can request information from this NPC through the STs
2 Points: You can request information or favours from this NPC through the STs

Membership
Membership in an organisation or society, and access to its resources. You will only be a low-level member, as as such will not start the game with a high level of knowledge about the workings of the organisation (but allied NPCs will likely explain things if you ask).
1 Point: Publicly-known organisation
2 Points: Secret Society
List of Organisations and Societies

Noble
2 Points: Descent from a noble bloodline. You add 2 to the total of any check for social interactions with other Nobles, and gain the effects of Wealth.

Ordained/Cloistered
A position in the hierarchy of a Church or religious order. You must specify the Church or order you are Ordained in when you select this advantage. You gain a bonus to social interactions on a broad scale due to public respect for religious figures, but may also incur penalties around those who are hostile to your religion.
You will also need to obey doctrine, and may lose access to this advantage if your behaviour is deemed unbecoming of the devoted.
2 Points: Novice
3 Points: Priest
List of Religions

Patron
A wealthy supporter who funds the work of a character, be it in an artistic field, studies, or martial training. You must specify who your Patron is, and what they are supporting you to do. Your patron will supply you with occasional access to the effects of other Advantages, but you must perform tasks to meet the conditions of their patronage. If you are unable to meet your patron’s demands, they may withdraw their support.
1 Point: You will be set a task each session
2 Points: You will be set a task every second session

Reputation
You’re known to most people, for better or worse.
1 Point: Good Standing - People speak highly of your honour and heroism. Add 2 to the total of any social check when interacting with members of the general public, lawkeepers, and community leaders.
1 Point: Charming Rogue - Your reputation for flirtatiousness and romantic scandal precedes you. Add 2 to the total of any social check when interacting with those attracted to your character’s gender.
1 Point: Ill Repute - Warranted or not, you’re known as a dangerous and criminal sort. Add 2 to the total of any social check when interacting with those who live on the edges of society, such as criminals.
(You can only purchase one Reputation per character)

Resource Advantages

Important Equipment
Unique weapons, or rare items that your character possesses. The cost and precise effects of this advantage will need to be determined in discussions with the ST team. Some examples are:
Dracheneisen Weapons (Weapons made from a rare Eisen mineral with unique properties)
Pattern-Welded Steel Weapons (Unbreakable weapons from the Crescent Moon Empire)
Puzzle Swords (Extremely rare clockwork swords from Montaigne)
Rune Weapons (Weapons with Laerdom magic inscribed into them)
Sidhe Weapons (Magical weapon gifted by the Sidhe)
Syrneth Artifacts (Magical devices connected to ancient ruins that predate human civilisation. Wildly varied in shape and effects)
Twisted Blades (Weapon with strings of Fate wrapped around them)

Wealth
1 Point: Investments or other earnings outside of the wealth attached to nobility. You can use your wealth as a resource to get past obstacles if the situation calls for it.

Spiritual Advantages

Astrologer
2 Points: You can attempt to make predictions based upon the stars. On your way to a mission, you can ask the STs to provide an omen based on the stars.
(Limited to Vendel characters only)

Faith
1 Point: A strong belief in a god or gods that can help you resist fear and foul influence. Once per session you may ignore a fear effect or a mind-affecting sorcery as if you had the advantage Iron Will.

Foul Weather Jack
1 Point: A knack for finding trouble. Once per session the character can go looking and find something related to the current mission (this may not go all that well for them)

Patron Saint
2 Points: You have a Saint you believe strongly in, whose teachings assists you in some actions. Specify two Skills that will you gain a +1 to the total of all draws on.

Personal Relic
2 Points: A small item of faith that gives you a small advantage for a given skill. Specify a Skill that you will gain a +2 to the total of all draws on.

Sympathetic Healer
2 Points: Ability to heal others by taking the wounds onto yourself. As a turn action, touch an injured character, take 1 damage level, and draw a card. If you draw an Ace, heal them in full. If you draw a Face card heal up to 2 damage levels, otherwise heal 1 damage level. You cannot use this ability on an Unconscious character.
(Limited to Vesten characters only)

The Vow
1 Point: Knights of the Rose and Cross will often swear an additional Vow beyond the code of chivalry, that guides their actions. Their dedication to this Vow empowers them to overcome adversity. There are a variety of Vows that can be taken. With all Vows, the knight must act in accordance with the core value of their Vow. Failure will result in the Vow's benefit being lost for the remainder of the game session.
Vow of the Penitent: Add 2 to the total of resistance checks directly related to the crime the knight is atoning for. (You must specify the crime your character is atoning for when you purchase this Vow)
Vow of the Empathetic: Add 2 to the total of social checks when trying to encourage an NPC to confide information, or to judge the intentions of an NPC.
Vow of the Impetuous: Add 2 to the total of checks to resist fear.
Vow of the Stoic: Add 2 to the total of endurance checks to resist poison, intoxication, lack of sleep, elements, or long term discomfort.
Vow of the Pure: Add 2 to the total of checks to resist temptation or seduction attempts.
Vow of the Loyal: Add 2 to the total of checks against magic powers or social checks that would cause the knight to be in conflict with their companions or their order.