7th Sea: A Great Star Falls – System

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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

Character Creation

Character creation in 7th Sea: A Great Star Falls uses the simplified system that Caligo has previously used, with some modifications. Rather than focusing on character stats, this system focuses on what characters are trained in, and what they can do.

Each player begins character creation with 15 Character Points, used in a simple purchasing system. This number cannot be increased or decreased, so if you find yourself with a stray point and nothing that fits enough to spend it on, come talk to the STs! We may be able to find something that fits.

Building a character will give you a list of Skills at either Apprentice or Journeyman level, with additional bonuses applied through Advantages.

Character Creation

Checks and Challenges

Most situations in 7th Sea: A Great Star Falls are resolved through drawing cards. The number of cards available to you is determined by your rank in a relevant Skill, along with any Advantages or other bonuses (such as ones provided by Magic) active.
The basic number of cards drawn is as follows:
No Relevant Skill: 1 card
Apprentice: 2 cards
Journeyman: 3 cards

The difficulty of the check is determined either as a Dynamic value or a Static one. Situations where your character is facing an environmental obstacle, attempting to work with a specific object, or solving a puzzle, will usually have a Static value. Challenges against an NPC or a rapidly-shifting situation will usually be a Dynamic check, except for mass combat which uses Static values.

Dynamic Challenges:
These challenges are usually called for when a PC is engaged one-on-one with a specific NPC (or small group of NPCs); either in a duel, a negotiation, or another contest of skills/wills.

The player and the NPC narrate their actions, both draw based on the relevant Skill, and the ST narrates the outcome of the actions.

Whoever draws higher has the better outcome, and in the case of a tie the ST may offer the player a choice of outcomes.

An Example of a Duel

Static Challenges:
These challenges are for when multiple PCs are engaged with the same task at the same time. Most commonly, this will be mass combat, or a chase sequence.
Each player narrates an action, and draws based on their relevant Skill. Each draw resolves individually as successful or not against a target number, with the ST narrating the overall flow of the combat.
When attacked or engaged by an NPC's action, the player narrates their response and draws based on the relevant Skill as a reaction.

There are four difficulties to Static checks: Simple, Standard, Difficult, and Critical. The difficulty is not only determined by the challenge itself, but by how appropriate the Skill is to what is being done. As an example, rebuking the leader of a nation may be Difficult for a character using Courtier, but Critical for a character using Servant.
The general list of outcomes is:

Card Drawn Result
2 Automatic Failure
3 Failure if no relevant Skill, Simple Success otherwise
4 Simple Success
5 Simple Success
6 Simple Success
7 Simple Success
8 Standard Success
9 Standard Success
10 Standard Success
Jack Difficult Success
Queen Difficult Success
King Difficult Success
Ace Critical Success

The STs may also apply a difficulty modifier, either positive or negative, based on circumstances and previous actions. For example, a Simple+3 challenge would require a draw of 6 or higher, and a Difficult-1 would require a draw of 10 or higher.

Drawing an Ace will also give additional benefits in Dynamic checks, and in Static checks if the challenge is not at Critical difficulty. This is called a Critical Success. The exact benefits are based on the situation at the time, but a Critical Success will guarantee that your character has the upper hand for at least a little while.

Stealth and Concealment

Stealth checks refer to a few different kinds of actions - hiding in place, moving without notice, blending with a crowd, and eavesdropping are the main applications.

The Skill you apply to a stealth check helps determine the difficulty (which is usually a Static value). A character with the Criminal (Pickpocket) Skill might have an easier time of blending with a crowd to steal from their target, where a character with the Spy Skill would know how best to go unnoticed while moving through a busy castle as they approach their target. Any Advantage or magical effect that refers to stealth checks will boost any stealth action - both the pickpocket and the spy would benefit from the Stealthy effect available to some Pyeryem users.

The Small Advantage only applies to stealth checks where you're trying to hide, rather than move without attracting attention. A Small character can fit into an out-of-the-way corner, but that doesn't mean they're any better at moving silently out of the way of their pursuer.

Combat Rules and Health Levels

Players have four Health Levels by default. Taking damage in combat will reduce your health levels until you are Unconscious, at which point you are unable to act until the end of the combat, when you recover at Wounded. The default health levels are:

Damage Taken Status Penalties
0 Healthy No penalties
1 Injured -1 to the total of all checks
2 Wounded -1 to the total number of cards you draw on all checks
3 Unconscious Unable to participate in combat

If a character has the Toughness advantage, or is using magic to increase their total number of health levels, they remain at Healthy until they take damage equal to 1 plus the number of additonal health levels they have, which brings them to Injured.

When these additional health levels are dismissed, the total amount of damage taken does not change. A character who applies two extra levels of health, takes three damage, and then dismisses the effect would be rendered Unconscious.