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Author Topic: 7th Sea using FC?  (Read 1174 times)
Gentry
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« Reply #15 on: July 06, 2012, 09:43:51 PM »

If you make it X half actions, can't an adjacent character Handle Item on you to help more or less by default?
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« Reply #16 on: July 06, 2012, 10:25:34 PM »

I like that idea, too.  It would let feats like Quick Draw and Many-armed let you gear up faster.
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« Reply #17 on: July 06, 2012, 10:35:50 PM »

I converted the adventure "Four and Twenty Blackbirds" to run as an FC adventure for my Freeport game. It was a blast... fantastic adventure!
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« Reply #18 on: July 17, 2012, 03:31:05 PM »

A few swashbuckling options:  Smiley

http://www.crafty-games.com/content/5-combat
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« Reply #19 on: March 06, 2013, 08:20:51 AM »

As a matter of fact ...
http://www.le-scriptorium.com/uploads/file/Aides_de_jeu/Mastercraft/s7m_guide_de_conversion.pdf

Sadly it's in French, but here's basically the list of contents:

1) Campaign qualities: I use Code of Honor, Larger Than Life Heroes, Rare Magic Items, Reputable Heroes, Shades of Grey, Sorcery (Astral Magic), and Triumphant Heroes
Astral Magic basically means I'm using Morg's very specific magic system, which means every character can learn magic through feats instead of classes. It doesn't co-exist with standard magic in this case.
Shades of Grey is a new campaign quality that is based on the flaws system from 7th Sea. Simply put, each PC chooses a flaw among a list (or creates one if the GM is OK). In game, whenever the character plays the flaw well and is significantly affected by it, he gains a free action die. Also, the GM may spend an action die to compulse the character to act according to his flaw, unless the PC spends an action die in return to cancel the effect.

2) Origins: I built one new Talent for each nation of Theah, although they are not compulsory, and a few new Specialties: Archeologist, Half-blood, Pure-blood, Sailor, and Theologist.

3) Master Class: I used Medwyn's and Morg's Sea Scourge master class, which is perfect for the setting.

4) Interests: A simple list of common Studies and Theah's most common languages.

5) Feats: To answer your question, there already are a number of fencing and fencing-related feats in Fantasy Craft. For instance, there is "just" one Fencing Basics chain, but you can find many other feats that correspond to other fencing pptions in 7th Sea, like Quick Draw, Snake Strick, Two Weapon Fighting, Darting Weapon, All-Out Attack, Cleave Basics, Charging Basics, Mobility Basics, Combat Instincts, Surge of Speed, Misdirection Basics, and most of the Chance feats. If you don't have enough, the Adventure Companion contains many many cool feats, including a handful that are really useful to a fencer. And if you still don't have enough, I've introduced a few feats to represent the specific style of each of Theah's fencing schools.

6) Sorcery: As I said before, I use Morg's system. Each type of magic (Porté, Sorte, etc.) has its own list of spells. I'm not satisfied with Pyeryem, but I will be once Spellbound is out...  Smiley

7) Gear: I proposed specific weapon and armor customizations based on Theah's nations.

Cool Foes: A list of ready-to-play NPCs.

9) Flaws: A list of pre-generated flaws for the Shades of Grey campaign quality.

Hope it helps. If you want me to detail one point, please ask.  Wink

Is there an englisch version of "Morg's System" ? I tried to search the forums, but couldn't find anything
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« Reply #20 on: March 06, 2013, 01:16:06 PM »

Try Astral Magic
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« Reply #21 on: March 08, 2013, 04:20:55 AM »

Thank you
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« Reply #22 on: March 09, 2013, 06:08:17 AM »

Just found this, while searching for history books concerning 17th century europe:

https://www.facebook.com/permalink.php?story_fbid=243662649019243&id=34834308255

This would be nice.

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