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7th Sea in the Real World
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<blockquote data-quote="Alaxk Knight of Galt" data-source="post: 5515711" data-attributes="member: 4129"><p>Bonus Post!</p><p></p><p>Here are some sites and house rules I use when I run 7th Sea</p><p><a href="http://www.behindthename.com/" target="_blank">Behind the Name: the Meaning, Etymology and History of First Names</a> - A great site for names. You can sort by nationality and gender</p><p><a href="http://www.tlucretius.net/7thSea/HouseRules.htm" target="_blank">Aldana Steel: House Rules</a> - An interesting collection of house rules.</p><p></p><p>My House Rules</p><ul> <li data-xf-list-type="ul">Everybody has an Arcana. A Player who takes a Hubris gets 10 extra points. A player who doesn't take a Hubris gets a Virtue for free.</li> <li data-xf-list-type="ul">When you earn a drama dice a bonus drama die, you get an XP. You get no bonus XP from unspent drama dice. </li> <li data-xf-list-type="ul">Pyeryem Sorcerers gain a number of "phantom" Drama Dice each day equal to the lowest of their Brawn or Resolve; these Drama Dice can only be used to activate their Sorcery, and they may not be "stored" from one day to the next.</li> <li data-xf-list-type="ul">Players may award a drama die by universal acclaim or if they suggest a particularlly vile idea for the GM to use.</li> <li data-xf-list-type="ul">Fear is a 5+(5*Fear Rating) check (instead of 5* Fear Rating)</li> <li data-xf-list-type="ul">Active Defenses get a free raise to be in line with the free raise of passive defenses</li> <li data-xf-list-type="ul">Carring Capacity rules - Each point of brawn allows you to carry<br /> <p style="margin-left: 20px">[*]One Musket<br /> [*]Two Pistols<br /> [*]Four throwing daggers</p> </li> <li data-xf-list-type="ul">Dramatis Personae (see the Aldana Steel site)</li> <li data-xf-list-type="ul">A character can aid another character if they have the Knack being used. One character performs the action rolling his/her Trait+Knack. Each player assisting can roll one unkept die to assist. The character who rolled Trait+Knack decides which dice he/she uses for calculating the check.</li> <li data-xf-list-type="ul">XP Menu</li> </ul><p></p><p>I am playing with a new system called the XP Menu. Basically, you give some bonus XP at the start of the game to charactes who are built with your story in mind. This is a sample XP Menu from a game (players could only earn 7 XP off this chart):</p><p></p><p></p><p>I'm still looking for a good rule that makes traits and skills balance out a bit better. If you've got one, I'd love to hear it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Alaxk Knight of Galt, post: 5515711, member: 4129"] Bonus Post! Here are some sites and house rules I use when I run 7th Sea [url=http://www.behindthename.com/]Behind the Name: the Meaning, Etymology and History of First Names[/url] - A great site for names. You can sort by nationality and gender [url=http://www.tlucretius.net/7thSea/HouseRules.htm]Aldana Steel: House Rules[/url] - An interesting collection of house rules. My House Rules [LIST] [*]Everybody has an Arcana. A Player who takes a Hubris gets 10 extra points. A player who doesn't take a Hubris gets a Virtue for free. [*]When you earn a drama dice a bonus drama die, you get an XP. You get no bonus XP from unspent drama dice. [*]Pyeryem Sorcerers gain a number of "phantom" Drama Dice each day equal to the lowest of their Brawn or Resolve; these Drama Dice can only be used to activate their Sorcery, and they may not be "stored" from one day to the next. [*]Players may award a drama die by universal acclaim or if they suggest a particularlly vile idea for the GM to use. [*]Fear is a 5+(5*Fear Rating) check (instead of 5* Fear Rating) [*]Active Defenses get a free raise to be in line with the free raise of passive defenses [*]Carring Capacity rules - Each point of brawn allows you to carry [INDENT][*]One Musket [*]Two Pistols [*]Four throwing daggers[/INDENT][*]Dramatis Personae (see the Aldana Steel site) [*]A character can aid another character if they have the Knack being used. One character performs the action rolling his/her Trait+Knack. Each player assisting can roll one unkept die to assist. The character who rolled Trait+Knack decides which dice he/she uses for calculating the check. [*]XP Menu [/LIST] I am playing with a new system called the XP Menu. Basically, you give some bonus XP at the start of the game to charactes who are built with your story in mind. This is a sample XP Menu from a game (players could only earn 7 XP off this chart): I'm still looking for a good rule that makes traits and skills balance out a bit better. If you've got one, I'd love to hear it :D [/QUOTE]
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