Star Wars and Fantasy 7th Sea

otomodave

First Post
Myself and a friend wrote up a conversion for playing Star Wars with the 7th Sea Roll and Keep system. It worked out perfectly, as the cinematic nature of 7th Sea is in line with Star Wars far more than the d20 system. I have also done quite a bit of work on a conversion for a fantasy game that uses the (slightly modified) R&K system. My question is twofold:
A. How and where could I post the stuff without violating any copyright laws or stepping on anybodiy's toes
B. Anybody have any suggestions to add to these. Coming up with good, well-balanced, and interesting sorceries and swordsman schools is always a little difficult.
 

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otomodave

First Post
Here is the Jedi stuff,
Jedi -40 points

Techniques-Force sensitive, Gain a number of force die that can be used just like drama dice, but do not turn into experience points at the end of the session.
Padawan-2 force die
Knight-4 force die
Master-6 force die
Force die may be added to rolls just like a drama die, or used to activate force powers.
There are three types of force die; neutral, light-side, and dark-side. Neutral is the default rating of force die awarded due to this school. Light side die are awarded by the GM for heroic use of the force. Dark side die channel the power of the Jedi's hate and rage. At any time during a session, a player may declare that they are going to use the dark side. They are immediately granted a dark side die. The die must be used on the declared action and does not decrease the amount of force die currently in their pool. Unused force die are lost at the end of the session, although any awarded light side dice are converted to one XP point per die.
Every light side or dark side die a player gains causes a light side or dark side point to be awarded. An opposing point first nullifies one point of its opposite, and then accumulates. For example, John has one dark side point. He is awarded a light side die. This gives him a light side point, but since he already has a dark side point they nullify each other and he is considered to have no points. If he then is awarded another light side point (and die), he would have one light side point above neutral.
When a player accrues a number of dark side points equal to twice his resolve, then all of his force die are considered dark side die. Any light side die he is awarded is considered neutral (though he still gets the light side point).
When a player accrues a number of dark side points equal to three times his resolve, he can no longer simply declare a dark side die, but must be awarded them for suitably evil acts. These still do not become XP.
When a player accrues a number of dark side points equal to four times his resolve he is considered completely corrupted by the power of the dark side and becomes an NPC and probably a good villain for the GM to throw at the party. He may no longer accrue dark side points, although he may still be awarded dark side die. He also gains an extra 1k1 on use of dark side powers
When a player accrues a number of light side points equal to twice his Resolve, all of his force die are considered light side die (although only those awarded to him by the GM convert to experience). If he wishes to use a dark-side power, he must declare for a dark side die.
When a player accrues a number of light side points equal to four times
 
 
 
 
 
his resolve, he is considered fully devoted to the light he may spend drama die as if they were force die and receives a free raise on all non-dark side power rolls. He may no longer accrue light side points, though he may still be awarded light side die.
Force Knacks;
Force knacks are labeled as dark side, light side, or neutral. Light side powers may not be activated with dark-side dice. Dark side powers may only be activated with dark side dice.
Mastery level; Padawan-1
Knight-2
Master-3
Force Sense
Padawan-you may add your ranks in this knack to the result of all Perception checks.
Knight-you may spend a force die to make an active defense using this knack against attacks that do not normally allow active defenses, including surprise attacks. You must still use an action (held or interrupt).
Master-You may add your ranks in this knack to the result of all checks to determine someone’s motives or disposition. Also, you may sense the presence (though not location or identity) of other force-sensitive persons within 10 miles. The GM will secretly make the roll (TN 15).
Force body/jump;
Padawan-you may spend a force die to gain a number of free raises equal to you rank in this knack to any athletics knack checks you make for one round.
Knight-you may spend a force die to gain a number of kept die equal to half of you ranks in this knack rounded down on any athletics checks you make for one round, replacing the benefit gained from the Padawan ability.
Master-you may spend a force die to gain a number of kept dice equal to your rank in this knack on any athletics check you make for one round, replacing the benefit gained from the knight ability.
Force speed;
Padawan-you may re-roll one initiative die each round. This is cumulative with the combat reflexes advantage.
Knight-you may spend and roll any number of force points when rolling panache for initiative. Every force die added adds an action for the round on the action rolled.
Master-you may spend one less action die (to a minimum of one) to make an interrupt action.
Force lightning (dark side);
Padawan-you may spend a force die to make a force lightning attack. This is a 2k2 ranged attack that bypasses armor and gains a +5 to hit. The attack roll is made using either wits or resolve, whichever is higher, and this knack.
Knight-the damage rating on your lightning is increased to 3k3.

Master-you make affect additional targets with your lightning by making two raises per target.
Force Choke (dark side);
You may spend a force die to make a force choke attack. To do this, you target one individual within 30 yards, plus 10 yards per mastery level, and make a contested wits plus force choke knack versus their resolve. If you succeed, they immediately begin losing resolve as per the drowning rules. You may hold the choke for a number of rounds equal to half of you ranks in this knack rounded up and your mastery level, plus one for every raise made on the roll. They take no actions while held in the choke. If you are distracted during the choke, such as by an attack, you must make a resolve+force choke check vs either the damage roll you took or a number set by the GM or immediately lose the choke. Resolve lost in this manner is restored at 1 point per round. Brutes are automatically knocked out.
Force shove;
You may spend a force die to make a wave of force. Roll wits+force shove knack vs. the target brawn. If successful, the target is knocked prone and is knocked back 5 feet times your mastery level. This may affect all targets in an area equal to 5 feet times your mastery level.
Telekinesis;
You may spend a force point to manipulate objects at a distance. If any roll is required, it will use wits+your ranks in this knack (unless the GM decides it takes another trait). The amount of weight you can manipulate is dependant on you mastery level and ranks in this knack as follows;
Padawan-10lbs x your rank in this knack in pounds.
Knight-1000lbs x your rank in this knack in pounds.
Master-10,000lbs your rank in this knack in pounds. You may use the Padawan version of this knack without spending a force point.
Multiple Jedi may combine to use this power. In this case one jedi is considered to be the focal point of the power and uses his wits+knack for the roll, plus 10 for every Jedi involved. The sum of all telekinesis knack ranks from all participating Jedi involve is used to determine moveable weight according to the mastery level of the lead jedi.
You may spend extra force die to increase your weight limit by a multiple equal to the number of dice spent. So, for instance, if you spend 2 force die, it is multiplied by two, and if you spend 3 it is multiplied by 3, and so on.
Jedi trance;
You may enter a jedi trance, where you need not eat or breathe. You may survive hostile environments, such as extreme cold, extreme hot, or even vacuum, but not extreme cases like being immersed in lava or acid. To do this you must make a resolve trance knack roll vs. a target number of 15 plus any modifiers. You may sustain this trance for a period determined by your mastery level as follows;
Padawan-rank in this knack in days.
Knight-rank in this knack in weeks.
Master-rank in this knack in years.
 
 
 
 
Mind Trick;
You may affect the weak-Minded
Padawan-You may stun a target. Make a contested roll (Wits+this knack versus target's Resolve). They will lose a number of actions equal to your Wits. You may make raises for extra actions.
Knight-This is the classic Jedi Mind Trick. You may make an opposed roll of you Wits+this Knack versus target's Resolve. If successful you may make a simple suggestion (GM permitting) which they will follow. If the suggestion is immediately hazardous to the target, or grossly out of their character, they may gain free raises as deemed by the GM.
Master-You may completely dominate an individual. Make the same opposed roll as above. The target gains one free raise. The duration is equal to your Wits in rounds. At the end of this duration, you may attempt to continue the domination, regardless of range, by making the opposed roll again. Anytime you force the person to do something immediately hazardous, they may attempt the opposed roll again, with an additional
free raise, to throw off the effect.
Force Inspire (light-side);
You may inspire others to perform better through the force. You may give your force die to others to use as drama dice. You may spend a force die to gain a number of free raises that may be distributed amongst your allies as you see fit (you may not use them yourself). The number is dependant on your mastery level.
Padawan-Your Resolve X 2
Knight-Your Resolve X 3
Master-Your Resolve X 4
You may make a roll with raises to gain more free raises to distribute more free raises. The TN is 5 X the number you are allowed already plus any raises you make. You may gain one Free raise to distribute per raise made.
A Master who is completely devoted to the light-side may use the Padawan version without spending a Force die once per combat.
Force Heal (light-side);
Padawan- You may purge poison from your own body. Make a Wits+this knack roll, TN 15. Alternately, you may revive an unconscious ally by spending an action and making a Wits+this knack roll, TN 15.
Knight- You may spend a Force die, and make a Wit + this knack roll, TN 15, to heal a dramatic wound. You may make raises to heal additional Dramatic wounds. This requires one action.
Master- You may spend two force die, and make a Wits+this knack at a TN 35 to remove all dramatic wounds that a person has suffered. This requires 3 actions.
 

otomodave

First Post
Here is some more
Lightsaber trained 2pts (6 for non-jedi)
You gain the skill Lightsaber. You may use parry lightsaber against attacks made against you with Threat rating 1 and 2 blasters. You may make 4 raises to deflect the bolt back at the attacker, doing the same damage at -1k0. It automatically hits and the opponent may not actively defend against it. You may purchase lightsaber forms at the listed points cost. If you increase all knacks of a form to 5, you are considered to have mastery and gain access to the master ability.
Skill; Lightsaber
Basic Knacks; Attack (lightsaber), Parry (lightsaber)
Advanced Knacks; Throw Lightsaber- you may use this knack as an attack knack for a mundane lightsaber toss. If you spend a Force Die, the lightsaber will return to your hand. A master need not spend that force die. Additionally, you may attack a number of targets equal to you Jedi Mastery level for 3 raises (make a single attack roll and apply it to each opponent)(only if a force die was spent).
Form I Shii-cho 1pts
Knacks: Lightsaber lore (you know about the workings of lightsabers and lightsaber combat. You use this knack to build and improve lightsabers and recognize lightsaber forms), Meditate (You are adept at entering a meditative state. You may spend on hour and make a Resolve+meditate roll at TN of 25 to regain a single force point).
Technique
You need only make 2 raises to reflect blaster bolts back at the attacker. You may not use any knack other than parry, lightsaber for your defense.
Master
You may use a force point in lieu of actions to make a deflect active defense.
Form II Makashii
Knacks; Riposte, Tagging
Technique
Whenever you are using a lightsaber and make raises on an attack roll against an opponent who is also using a melee weapon, they must raise atleast as many times on their next attack against you.
Master
You may spend experience points to raise your panache to a 6 (or one higher than normally allowed by advantages)
Form III Soressu 5pts
Knacks; Wall of Light (wall of steel), Side-step
Technique
You gain +10 to your TN to be hit. You gain a free raise on your next attack roll against the current opponent every time they miss you with an attack. You must be in this stance to use the raises. Your lightsaber is considered threat level 1 while in this stance. Your opponent need not make wound checks against damage you inflict unless you make 4 raises on your attack roll.
Master
You may spend 2 force points to inflict threat level 3 damage on a single attack
Form IV Ataru 5pts
. Knacks; Whirl, Riposte
Technique
You may spend any number of force die to add one to either brawn or finesse for every force die spent for one round
Master
This bonus last an entire combat
Form V Djem-so 5pts
Knacks : Beat, Corps-a-corps
Technique
You may add your brawn to damage rolls with your lightsaber like a normal melee weapon. You may not make active defenses.
Master
Gain Fear 2 when using your lightsaber.
Form V Shien 5pts
Knacks: Lunge, Beat
Technique
Every time you successfully hit an opponent during a combat, you lower your TN to hit them by 2. If you switch to a different style their TN returns to normal. Your TN to be hit is lowered by five.
Master
You now lower the TN by 3 after each successful hit.
Form VI Niman 3pts
Knacks; You may choose two from Diplomacy, Etiquette, Scheming, Sincerity, Law, or Oratory
Technique
You may subtract up to 10 from your passive defense and add it to you attack rolls, or subtract up to 10 from your attack rolls and add it to your passive defense
Master;
The limit for the regular technique becomes 25
Form VII Vaapad 10pts
Knacks; Stop-thrust, Beat, Power block (can be used against any melee attacks), Bob-n-weave.
Technique
You gain 2 drama die at the start of a combat that can only be used during this combat. Every time you use a force die or drama die while in this combat, make a Resolve roll TN 30 or it counts as a dark side die and you gain a dark side point. You may use drama or forces die to aid this roll and don’t need to test for those die.
Master
The TN for avoiding the dark side becomes 15
Double Lightsaber Technique 6pts (this is not a form, you may use it while in any stance as long as you are wielding two lightsabers or a double-bladed lightsaber), (must be a master of Niman to take).
Knacks; Double-parry, Double attack
Technique
You ignore the penalty for wielding a lightsaber in your off-hand
 

otomodave

First Post
Some other stuff

Skills
Modifications to Existing Skills/Knacks
Hacking and Concealment are advanced knacks for Criminal.
Concealment is also an advanced knack for Fence and Merchant
 
Technician
Basic Knacks- Basic Repair, Mathematics, Research, Computer-use
Adavanced Knacks- Electronics, Jury-rig, Repair (starship), Communication, Sensors, Gunnery,
Blasters
Basic Knacks- Attack Blasters
Advanced Knacks- Quick-draw (used as attack Knack when drawing and firing in same action)
Heavy ranged weapons
Basic Knacks-Attack Heavy Ranged
Advanced Knacks-Gunnery, Rockets, Repair
Pilot Starship
Basic Knacks- Maneuver, Gunnery (vehicle), 0-gravity
Advanced Knacks- Communications, Sensors, Repair (starship), Astronavigation, Customs Law, Gossip, Concealment
Pilot Planetary vehicle
Basic Knacks- Maneuver, Planetary Navigation, Gunnery (vehicle)
Advanced Knacks- Communications, Sensors, Repair, Gunnery, Walkers, Planetary Navigation
Computers
Basic Knacks- Computer Use,
Advanced Knacks- Electronics, Hacking, Programming
Scientist
Basic Knacks- Research, Mathematics, Writing,
Advanced Knacks-Physics, Biology, Astronomy, Chemistry, Poison,
Starship crew
Basic Knacks- Gunnery (vehicle), Protocol, 0-gravity, Computer Use, Unobtrusive
Advanced Knacks- Communications, Sensors, Gunnery, Electronics, Astronavigation, Repair (starship), Gossip
Starship captain
Basic Knacks- Strategy, Tactics, Protocol
Advanced Knacks- Bribery, Astronavigation, Diplomacy, Customs Law, Incitation, Logisitics, Leadership, Gunnery, Ambush
Explosives
Basic Knacks- Chemistry, Stealth,
Advanced Knacks- Architecture, Physics, Fuses

Advantages
4pts Robot-
You are a robot. You do not heal naturally, but must be repaired. You may repair yourself if physically possible. You cannot take any arcana. You are immune to effects that require biology (drowning, poison, etc). All droids are ambidextrous
You must define yourself from the following list;
Size
0pts-normal You are more or less humanoid sized.
6pts-large You gain 1k0 on damage, intimidation, and wound checks.
2pts-small You gain +5 to your TN to be hit. You must drop the highest damage die on your first damage roll in each round of combat.
4pts-miniscule You gain +10 to your TN to be hit. You gain +10 to Stealth and Shadowing Checks. Your damage dice cannot explode.
Locomotion (you may take more than one, GM’s discretion)
0pts –walk You walk on two or more legs like a humanoid. No additional bonuses or penalties.
7pts- hover You hover on antigrav devices or similar technology. You cannot carry more than you normal lifting capacity or you crash to the ground, taking falling damage appropriate to the distance.
+3pts-nimble hoverer You can zip about like a bug. You gain +5 to you TN to be hit and move fairly quickly. Costs +6 if you are large.
-4pts-limited duration You may only maintain this flight for one round. You must wait 4 more rounds until you can hover again
-4pts-Roller You move on rollers. Difficult terrain is going to be a challenge for you.
+3pts-treads You move on treads. You can traverse rough terrain easily. Climbing is still impossible
-10pts Immobile You aren’t meant to move. Hope you don’t get bored.
2pts Magnetic feet. You have magnets in your feet that can be used to cling to metal surfaces. They can be used to support your weight.
Arms and hands
0pts-Humanoid Your arms and hands are roughly humanoid and function just the same.
+4pts Extra Appendages. You have extra arms. Pay separately for each arm after two. The tools advantage is bought for each extra appendage.
Extra Humanoid-like arms give you a free raise per pair on grapple and climb checks.
-3pts-Tools Your appendages end in tools (purchase separately) or maybe even weapons. They are pretty useless otherwise
+2 grasping. You have rudimentary grasping devices. You can hold objects or people, but cannot perform any fine manipulation.
-5pts-none You lack any appendages.
Other stuff
0pts-Droid Processor. You may not make skill checks for skills you do not possess. Any new skills you buy with experience points or gain in any other way must be programmed (not by you) TN 5+5Xs the New Rank or GM’s discretion.
20pts-Specialty You may select one skill. All knacks in that skill are considered basic knacks. You may declare raises after you have already made the skill check. This can never be used on attack or parry knacks.
7pts-Protocol package You are familiar in over 6 million forms of communication and… You are familiar with most common languages. When encountering a language for the first time, you may make a raw wits check (GM will set the TN, usually 10, higher for obscure languages) to see if you speak that language. If you make one raise, you can read and write it as well. You keep one extra die on etiquette checks.
 
 
 
4pts-Built in tools. You come equipped with the tools you need. You must select the type (usually corresponding to a skill). You gain a free raise for skill checks using those tools. This is separate from the tools advantage in ARMS and HANDS
4pts-Droid Memory enhancement software You may make untrained skill checks just like any other character.
Varies-Armored You come equipped with built in armor. The cost depends on how tough a nut you really are
 
Points TN modifier Damage reduction Penalties
6 lightly) 0 free raise to wound check -1k0 athlete, stealth skill checks
TR1 (except throwing, lifting)(open to GM
interpretation), -1 to PD based on those knacks
8 (armored) 0 -1k0 TR1 -1k1 to same. -2 to same
15(heavy) +5 -1k1 TR2 -2k1, -5
20(super) +5 -2k1 TR2 -3k2, -10
30(ultra) +15 -2k2 TR3 -3k3, -10
2pts/basic knack4points/advanced knack -Specialist. You gain rank one in one knack. You need not have the skill. You gain a free raise when using this knack. You may buy additional ranks at normal cost.
4pts-enhanced sensors. You have enhanced sensory perception devices. You may add 1k1 to perception checks.
+1pt Night vision. You ignore penalties due to poor or absent lighting.
+1pt Extra senses You are able to detect something other than the basic 5 senses. You must decide what it is before you take this advantage and gain GM approval. The cost may be modified
2pts-Built in equipment You have extra equipment built in. You must buy it separately.
10pts-Shields. You have shields. When you buy this for the first time, you gain an extra trait, Shields, and one rank in it. You may buy additional ranks for 6 points each. When you take damage, make your wound check as normal, but substitute your Shields for Brawn. Any Dramatic wounds taken reduce your Shields by one and then are ignored. Once your Shields reaches 0, you take damage as normal.
-4pts-Limited duration. You may only activate your shields for one round. You may spend 2 points to increase this to 2 rounds. You require 4 rounds to recharge the shields. You gain a 2 point discount on additional ranks (1pt if using extended life).
6pts-Mini-Rocket Launcher. You have a mini-rocket launcher. It has room for 2 rockets. You may increase the magazine by 1 for every 3 additional points.
3pts- Stun Gun You have a droid stun gun add-on. It works like the stun setting on blaster pistol. For 2 points it works like a rifle. It has an unlimited magazine
 
 
 
5pts-Flame thrower. It may be fired once, and then must be refilled. You may increase the amount of uses for 2pts every use.
-2pts-He's Faulty, Malfunctioning. Add this to a modification. Whenever it is used roll a die. On a 1 or a 2 it malfunctions and must be repaired. For -8pts, this applies to all of a droid's systems.
2pts or 4pts -Cybernetics-You have one or more cybernetic parts. The 2pt version means that you have some slight cybernetic additions, such as a hand or arm. At least parts of you look normal. The 4pt version signifies that you are more machine than man. What was once biological in you is buried under plastisteel plates and wiring You are almost completely cybernetic. You Gain the Life Support Systems modification for 2pts less, and if you purchase it may gain the Environmental Protection for only 1pt.
You may purchase advantages from the robot list.
+3pts- Life Support Systems. This is a basic life support system that provides respiration and circulation. You gain 1k1 to resist toxic gases and other breath effects. You can hold your breath for twice the normal length of your species.
+2pts- Environmental Protection. You gain the effects of wearing an environmental suit, including pressurization.
7pts-Strong Mind
You gain two free raises to resist mind-altering effects
7pts-Lightsaber trained
Though you are not a Jedi, you have somehow been trained in the use of lightsabers. You may not, however, deflect blaster bolts or throw your lightsaber. You may purchase lightsaber forms, but remember that you do not have force points, and may not take Ataru or Vapaad.
8pts-Lightsaber
I don't know how (and don't want to know) you got it, but you own a lightsaber. Kudos. Jedi automatically receive a lightsaber when they buy the school, although if they want a second one they may take this advantage (or use lightsaber lore to make one).

Traits:
Primitive-You must pay two extra character points to purchase the following skills, and one extra character point to increase the knacks: Technician, Blasters, Heavy Ranged Weapons, Pilot Starship, Pilot Planetary Vehicles, Computers, Scientist, Starship Crew, Starship Captain, Explosives, Criminal, Arson, Scholar, Streetwise
You may not take the Cybernetics advantage.
Human- 0pts
-Racial Bonus +1 to any
Bothan-6pts
-Racial Bonus +1 Wits
-Bothans may treat all knacks in the Spy skill as basic knacks
Cerean-2pts
-Racial Bonus +1 Wits
-Cereans start with Combat Reflexes for free

Duros-3pts
-Racial Bonus +1 Finesse
-Duros receive the Starship Pilot skill for free, and a +3 to all basic knack rolls
for that skill.
Ewoks-6pts
-Racial Bonus +1 Finesse
-Ewoks receive the Small Advantage at no cost.
-Primitive
-Start with either Hunter or Medicine Man for Free
-Gain one free raise for all uses of Hunter Basic Knacks
Gamorreans-7pts
-Racial Bonus +1 Brawn
-Gamorreans roll and keep one extra die on wound checks.
-Primitive
-Gamorreans receive the unnerving countenance advantage for free.
Ithorians-3 pt
-Racial Bonus +1 Resolve
-Ithorians that purchase the medicine man skill gain two free rank in the basic knacks instead of just one, and may keep all dice rolled on checks involving those knacks
-Ithorians must pay double cost on all attack knacks
 
 
 
 
 
 
Kel-Dor- 2pts
-Racial Bonus +1 Resolve
-Kel Dor receive a 5pt discount on the cost of the Jedi advantage
-Kel Dor must have specialized breathing apparatus and goggles or they will be
considered blind and will suffocate
Mon Calamari- 6pts
-Racial Bonus +1 Wits
-Mon Calamari are amphibious, and as such immune to drowning. The also gain
a free raise to all swimming checks
-Mon Calamari receive a free raise to all crafting checks

Quarren- 4pts
-Racial Bonus +1Brawn
-Quarren are amphibious, and as such immune to drowning. They also gain a free
raise to all swimming checks
Rodian- 2pts
-Racial Bonus +1 Finesse
-Rodians gain the Tracking knack at rank one, even if they do not have the prerequisite skill. If they do purchase a skill that includes tracking as a knack, they gain one extra rank in it
-Rodians gain the keen senses advantage for free
Sullustan – 3pts
-Racial Bonus +1 Finesse
-Sullustans can see up to 20 yards in complete darkness.
Trandoshan- 9pts
-Racial Bonus +2 Brawn. A Trandoshan’s Brawn may be improved up to a 7.
-Trandoshans have a natural scaly armor. The receive an extra 1k0 on wound
checks.
-Trandoshans can see up to 20 yards in complete darkness.
Twi’leks- 0pts
-Racial Bonus +1 Panache
Wookiee- 13pts
-Racial Bonus +2 Brawn. A Wookiee’s Brawn may be improved up to a 7.
-Wookiees receive a free raise on all Climbing checks due to their claws. A
Wookiee’s claws are retractable, and are never used for attack.
-A Wookiee may spend a drama die to enter a Wookiee Rage. In this rage, the Wookiee ignores the effects of being crippled, and gain a free raise on all BrawnChecks (including wound checks). His Wits are reduced by half, and he must attack the next closest target. He may make a Wits Check (TN 5) to avoid attacking an ally. He also gains a fear rating equal to 1/3 his Panache. He must make a Resolve test (TN 10) to exit the rage. He will automatically exit the rage when all targets are invalid (gone or destroyed). Wookiee Jedi who enter the rage must make a Resolve Check (TN10) after exiting the Rage or gain a Dark Side point.
 
 


 

otomodave

First Post
Some equipment
Weapons
Melee
`Type Damage Notes
See 7th Sea weapon Tables
Lightsaber 4k3 TR2 Doesn't add Brawn to damage. Ignores armor. Requires Lightsaber Training to use.
Vibro- +1k0
Force- +1k0, TR2
Ranged
Type Damage Range Range Modifiers Magazing/Reload Notes
Blaster Pistol 3k2 TR1 30yrds -10 to hit 50/1action Stun
Heavy Blaster Pistol 4k2 TR2 20yrds -15 to hit 20/1action
Stormtrooper Rifle 3k3 TR1 50yrds -10 to hit 30/1action Stun
Blaster Rifle 4k3 TR2 100yrds -10 to hit 30/1action Stun
Sniper Rifle 4k2 TR2 300yrds -10 to hit 20/2 actions Requires an action to aim or penalty of -5 to hit.
-5 at <20yrds Gains two free raises to attack roll used for damage or called shot only if aimed.
Light Repeating Blaster 3k3 TR2 100yrds -15 to hit 30/2 actions Rapid FIre
Heavy Repeating Blaster 5k3 TR2 100yrds -15 to hit 20/2 actions Heavy5.
Thermal Detonator 8k7 TR3 10 X Brawn -15 to hit N/A Blast40
Grenade 4k4 TR2 10 X Brawn -15 to hit N/A Blast5
Stun Grenade 3k3 10 X Brawn -15 to hit N/A Blast5, Stun Damage
Ion Pistol 2k2 20yrds -10 to hit 20/1 action Ion Damage
Ion Rifle 3k3 40yrs -10 to hit 30/1 action Ion Damage
Flamethrower 4k4 TR1 20yrds Max N/A 5/ 3 actions +10 to hit. Hits all adjacent targets. Flame
Rocket Launcher 4k3 TR3 150yrds -10 to hit 1/2* Blast10, Heavy 4
Missile Launcher 4k4 TR3 200yrds -10, Special 1/3* Target lock10, Heavy6, Blast10
E-web 4k3 TR3 200yrds -10 to hit ** Rapid Fire, HeavyX
Light Blaster Cannon 5k4 TR2 200yrds -10 to hit 6/3 Heavy3
Blaster Cannon 5k4 TR3 150yrds -10 to hit ** HeavyX
Bowcaster 5k3 TR2 80yrds -10 to hit 1/2 actions Quarrels
 
 
 
Mini-Rockets 3k2 TR3 100yrds -10 to hit 1/1 Target Lock5
TR1- On a failed wound check, an additional dramatic wound is taken for every 20 by which the TN was missed.
TR2- On a failed wound check, an additional dramatic wound is taken for every 10 by which the TN was missed.
TR3- On a failed wound check, an additional dramatic wound is taken for every 5 by which the TN was missed.
TR4- On a failed wound check, an additional dramatic wound is taken for every 5 by whick the TN was missed. Additionally, the number of dramatic wounds inflicted is doubled.
* A second person use their actions to assist you in loading.
** Requires power unit to use. This provides nearly unlimited ammo, but must be allowed to cool for one round after every 5 rounds of continued use
HeavyN- This weapon is too heavy to be used unless mounted. Characters with a Brawn equal to or greater than the number may use it as normal. An X means the weapon must be mounted.
Rapid fire- gains +5 to hit in short range. Roll 1d10 for ammo used or may attack additional opponet for two raises per opponent, without the +5. Make one attack roll and apply to all opponents. Roll 2d10 for ammo used.
Stun- When rolling for damage, roll 2k2 for pistol or 3k2 for rifle. TR is always 1. Inflict no flesh wounds, but if a dramatic wound is inflicted the target is knocked unconcious. Subtract their Brawn from 5. That is the number of rounds they will remain unconscious, to a minimum of one. Multiply the time by two for every dramatic wound suffered.
Ion- See Vehicle Combat
Flame Damage- Must make successfull Finnesse roll TN 15 or catch fire. Every round the damage is reduced by 1k1 until it reaches 0k0. May make further attempts to put it out at same TN. Ignores all but complete suits of heavy or Ultra-heavy armour.
Target Lock- This works like Missiles in Vehicle combat. The number is the increased difficulty if no target lock is gained.
BlastN- This weapon has a blast radius. The radius is N in yards
Quarrels- This weapon fires quarrels wrapped in energy. Different types of quarrels may be found with different effects.
Armor
Max AP AP AP AP
Piece Quant Heavy Medium Light Ultra-light

Helmet, Full 1 3 2 2 1
head an Face
Helmet, Open 1 2 1 1 1
Face mask 1 1 1 1 0
Gauntlet 2 2 2 1 0
Arm Guard 2 2 2 1 0
Leg Guard 2 2 1 1 0
Boots 2 1 1 1 0
Breastplate 1 6 4 3 2
Note- Some creatures may be able to wear more than two arm or leg guards. The effects are still the same however, so they can only get credit for wearing 1 (or half protection) or 2 (or full protection).
Adding the armor value of the armor will give the following benefits:
 
Points TN modifier Damage reduction Penalties
1-6 0 free raise to wound check -1k0 athlete, stealth skill checks
TR1 (except throwing, lifting)(open to GM
interpretation), -1 to PD based on those knacks
7-12 0 -1k0 TR1 -1k1 to same. -2 to same
13-18 +5 -1k1 TR2 -2k1, -5
19-24 +5 -2k1 TR2 -3k2, -10
Ultra-heavy +15 -2k2 TR3 -3k3, -10
Ultra-Heavy armor can only be worn in suits. You may not mix and match
For additional armor penalties, see page 84 of the Cathay sourcebook.
Stormtrooper Armor is a complete set of Medium Armor, with Combat Sensors (no penalty to perception checks), and limited life support systems, providing an additional 1k1 bonus to resist toxic enviroments.
 
 
 
 
 
 And some schools for non-Jedi
*Start with 3 knacks at rank 1, one at rank 2.
30pts Bounty Hunter School
Skills- Blasters, Hunter
Knacks*- Entangle, Ambush, Disarm, Exploit weakness (quarry), Underworld Lore
Techniques
Apprentice- You may designate someone to be your quarry, subject to GM approval. You gain a free 1pt Hunting Background for that person. You may use you Exploit weakness knack against them. You may only change the target once you have captured them or they are no longer available to hunt.
Journeyman- You may add your ranks in Tracking to your attack. You may add a number of kept dice equal to your Exploit Weakness knack (rounded up) to all attempt to locate your quarry (i.e. Socializing, Gossip, Research, Tracking, etc...).
Master- You may designate one opponent and apply your Exploit weakness knack to them as long as you don't switch opponents. You may do this a number of times per session equal to your wits. This has no effect on your Apprentice level quarry. In addition you may increase your rank in the Tracking Knack to 6.
30pts Assassin School
Skills-One Martial skill that has at least one attack knack, Spy
Knacks*- Ambush, Trick-Shooting (blasters) or Charge, Conceal, Exploit weakness

Techniques
Apprentice- When attacking an opponent who is surprised, you may make two or more raises, gaining an additional 0k1 to the damage roll for every two raises made.
Journeyman- You may make a special attack during combat, making two raises. If successful, instead of doing damage you may make an immediate opposed stealth check. If you succeed you are now considered hidden.
Master- You now do damage when using your Journeyman ability.
30pts Imperial Stormtrooper School.
Skills- Blasters, Heavy Ranged Weapons
Knacks-Trick-shooting (blasters), Fortitude, Charge, Exploit Weakness
Advantage- Free 2pts Commission (Imperial Army) advantage
Techniques
Apprentice- You gain the armor trained advantage for free, and start with a full suit of standard Stormtrooper armor and a standard Imperial blaster.
You gain an extra 1k1 per mastery level to resist the effects of fear.
Journeyman- At the beginning of every round of combat, you receive a bonus equal to your mastery level x10 that can be added to your Passive Defense any rolls you make. Every round this bonus goes down by 10. In addition, you gain a number of unkept dice equal to the number of allies fighting with you, to a maximum of your wits that can be added to either attack or damage rolls.
Master- When you knock out a henchman or hero, you may take another immediate action. In addition, you may move the specific penalties for your armor one further category to the right.
25pts Rebel Commando School
Skills- Blasters, Choose one (Commander, Pilot Planetary Vehicle, Heavy Ranged Weapons, Computers, or Explosives) hereafter referred to as your chosen Skill.
Knacks- Boarding, Charge, Trick-Shooting, Exploit Weakness (Rebel Commando School)
Techniques
Apprentice- You are trained to be flexible and able to operate independently. You may spend a drama die to gain a number of ranks in any one knack equal to your mastery level in this school. These ranks are kept for one scene.
Journeyman- Your flexibility is a true asset to the Rebellion. You may spend two drama die to gain the Apprentice ability of any school for a number of rounds equal to your mastery level. You may train one knack in your chosen skill up to 6.
Master- Fortune favors the bold, and some of the missions you have been on certainly count. Once per session you may automatically pass one check you are required to make. In addition, when you use your Journeyman ability, you gain one rank (if you did not already have at least one) in each knack in the school.
30pts Smuggler
Skills-Pilot Starship, Fence
Knacks-Forging, Bribery, Exploit Weakness, Jury-rig
Advantage- Gain 2 points that can be spent on a vehicle
Techniques
Apprentice- Gain a 5 point discount on the cost of a vehicle. Gain 2 free raises to the use of the concealment knack.
Journeyman- Smugglers always shoot first. Before initiatives are rolled, the smuggler may make a raw Panache roll, TN the highest wits in the opposing force X 5. If successful, the smuggler may make an immediate action.
Master- Your dice are always able to explode, even when they would not be otherwise able to (untrained checks...). You may now increase your Panache to 6 (or 7 if you have legendary trait advantage).
25pts Gambler
Skills- Criminal, Spy
Knacks*-Conceal, Quick-draw, Poker-Face (may be added in unkept dice to attempts to resist fear, intimidation, etc...), Exploit Weakness.

Techniques
Apprentice- You may substitute you ranks in Gambling for Gossip, Socializing, Diplomacy, Sincerity, Seduction, or Mooch.
 
 
 
 
 
Journeyman- Once per session you may now wager any number of your character's drama die with the GM. Make an ante of 1 drama die then both you and the GM will secretly roll 5 die. After looking at your die rolls you may now wager more drama die if you so choose. Both the player and GM may now elect to re-roll up to 2 die from their set of five in attempt to improve their "hand". After this roll is made both the player and GM reveal their rolls. If the player has the better hand he gains a number of drama die equal to the amount he wagered. If the GM wins he takes the wagered drama dice. The ranks of the hands are as follows.
1. Pair
2. Two Pair
3. 3 of a Kind
4. Full House (3 of one kind, and 2 of another kind)
5. Straight (A set of 5 sequential numbers)
6. 4 of a Kind
7. 5 of a Kind
If there is a tie, higher die rolls win.
Master- You may elect to nominate any additional number (1-9) as exploding before any roll. For example if you choose 3's before a roll any 3's that come up from that roll explode exactly as 10's would. 10's still explode normally. You may not elect a number for your roll if the roll is not eligible to explode.
30pts Mercenary
Skills-Blasters, Heavy Ranged Weapons,
Knacks*-Fortitude, Trick-shooting (blasters), Pommel-strike, Exploit Weakness (Mercenary)
Technique
Apprentice- Mercenaries are among the most resourceful of troops, able to scrounge and make the use of limited equipment and supplies when on the field. Mercenaries may make repair checks on weapons and armor without tools or components. Blasters wielded by mercenaries do not expend ammunition.
Journeyman- Explosions and devastation are the hallmarks of the mercenary warrior. Most mercs don't consider the job done until they walk from the scorched battlefield with ash on their faces and singed spots on their armor. Mercenaries may add twice their wits score to attack and damage rolls done with TR3 weapons. A mercenary may spend a drama die to ignore all damage taken from an explosive device used either by himself or an ally.
Master- The veteran Mercenary is an extremely rare sight, as most of their profession live extremely short lives. However those that do reach the highest levels of skill are almost unstoppable, able to wade through the most brutal of killing fields with ease. Mercenaries may add their current number of flesh wounds to their current TN to be hit.
 
 
 
 
 
 
 
 
 
 
 
30pts Politician
Skills-Courtier, Politician
Knacks- (Bribery, Forgery, Haggling), (Cold Read, Conceal, Cryptography), (Incitation, Leadership), Law – you may choose one out of each set of parentheses
Apprentice: The first thing a formal diplomat is taught in his initial training is how to pick up the most subtle cues and gestures during social interaction. Upon encountering a stranger the diplomat may make a socializing roll TN is 5 x the stranger’s resolve. If successful, the diplomat learns of any schools that character knows, his mastery level, his brute/hench/hero/villain status, and his lowest trait number. If the person has multiple low traits at the same rank, the GM chooses one to reveal. If the person the diplomat is analyzing has some reason to hide his abilities the diplomat must make 2 raises on this roll.
Journeyman: Star faring adventurers will almost invariably run into trouble with the authorities whether intentionally or inadvertent. Whenever the diplomat or one of his party members gets into trouble with local authorities, the diplomat may attempt to smooth things over. The diplomat makes a diplomacy roll, if successful, the offended party is still angry but lets the offender off the hook. If one raise is made on this roll, the party is no longer angry and is instead very understanding of the situation. If two raises are made, not only is the offended party understanding but they blame themselves for the problem and offer to make it up to the party. If 3 raises are made, all blame is taken off of the offender, and the diplomat may instead direct all blame to a 3rd party of his choosing. If the diplomat fails this roll the offended party is not convinced. If the diplomat fails by 10 or more, not only is the offended party not convinced, they actually are incited to take more severe action than they normally would have. For example if they were going to levy the party with a fine, the diplomat and his friends may now be facing a stint in jail. This is a free roll for any local authority; if the diplomat desires to use this ability on Imperial authorities he must spend a drama die. The TN is subject to GM decision, however the following guidelines may be used as examples. The GM is the final arbiter of this ability and it must be used within
TN 15: Minor Larceny
TN 20: Party member caught being overly "intimate" with the local governor’s daughter
TN 25: Severe breach of etiquette in the royal court of an alien warlord.
TN 30: Major Larceny
TN 35: He didn’t let the Wookiee win
TN 40: Aggravated Assault
TN 45: Party member kills an Imperial Garrison Officer in plain sight in the middle of the space station’s promenade.
Master: Diplomats hone their minds to be as sharp as their tongues. You may now train your wits to 6.
Rogue Squadron School
Skills- Pilot Starship, Commander
Knacks- Trick Shooting (Gunnery; starship), Spray (as Whirl, but only usable in Starship), Feint, Exploit Weakness (Rogue Squadron)
 
 
 
 
 
 
 
Apprentice:
You gain one free raise if you have a designated wingman in battle with you. This raise may be used on either attack or damage rolls. At the beginning of combat gain a number of free drama die that can only be spent in this battle equal to your mastery level. (1 at apprentice; 2 at journeyman; 3 at master)
Journeyman:
The Rogue squadron member is a master of hitting hard where it counts. Whenever you inflict a dramatic wound on a vehicle of larger class than your own vehicle, you may spend a drama die to inflict an additional dramatic wound on the vehicle. You may spend as many drama die as you wish in this manner on a single instance of damage.
Master:
Rogue squadron members have learned to fight against impossible odds at every turn. For every 4 enemies that your opponents outnumber your squadron in a battle, you may add an additional 1k1 to all attack, damage, and defensive rolls.
 
Imperial TIE Academy
Skills- Pilot Starship, Starship Crew
Knacks- Juke and Fake (as Bob-n-Weave, but in a starship), Charge (Starship),
Apprentice:
TIE aces learn to overwhelm their foes with a fusillade of precision coordinated laser blasts. For every 3 allied fighters/squads that accompany you in battle you may add an additional 1k1 to damage rolls you make. You may add a number equal to your ranks in maneuver to your TN to be hit.
Journeyman:
Flying the fragile TIE into battle teaches the pilot to have the ultimate in steel nerves.
You may now add twice your rank in maneuver to your target number to be hit. Your maneuver knack may now be trained up to 6.
Master:
It is almost impossible for pilots who fight against a fully trained TIE fighter squadron to pick out an individual target to engage. When you are hit by an enemy attack you may now elect to instead declare that the attack hits an adjacent ally or allied brute squad of the same size category or smaller if in a vehicle, instead. You may use this ability a number of times per session equal to your panache.
 
 
 
 
 
 
Fighter Jock
Skill- Pilot Starship, Streetwise
Knacks- Reflection, Tagging (starship), Riposte (starship), Exploit weakness (Fighter Jock)
Apprentice:
Independent fighter pilots live by the skin of their teeth and are the masters of their own destinies. You may reroll drama die, but you must take the second result.
Journeyman:
Fighter Jocks can push the safe limits of their craft, often to their own demise, but usually to spectacular effect as well. Before you make a damage roll you may elect to take a number of flesh wounds upon your own craft equal to or lower than 10 times your craft’s resolve. This number becomes a bonus to your damage roll.
Master:
Your erratic and freewheeling piloting style is almost impossible to pin down. Attacks made against you with point defense batteries or turrets automatically fail. The GM or opposing player may spend a drama die to negate this ability. You may spend drama to reinstate this ability if lost in that manner.
 
 
 
 
 
 
 
 
 
 
 
 

 


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