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Author Topic: 7th Sea using FC?  (Read 1171 times)
Gilbetron
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« on: July 05, 2012, 10:38:36 PM »

Anyone run 7th Sea using Fantasy Craft?  How about a swashbuckling game in the same era.  Seems like it should work ok, but I worry about the lack of fencing options...  Thoughts?  I know a couple of the Crafty guys worked on 7th Sea some...
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« Reply #1 on: July 05, 2012, 11:33:11 PM »

There's two chains for fencing weapons, the sword chain for broadswords, the swashbuckler, the edgemaster, and the gallant. The blade-weaver chain works with fencing blades too.

If you look around, I think Morgenstern and others did some L5R stuff which should give you templates for the schools.

Steal the brass knuckles from 2.0 as a generic weight-load weapon to represent the German gauntlet.

The magic system probably will work better with the zodiac magic that Morg did too.
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aegis
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« Reply #2 on: July 06, 2012, 01:05:23 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
« Last Edit: July 06, 2012, 01:07:04 AM by aegis » Logged
glimmerrat
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« Reply #3 on: July 06, 2012, 03:38:26 AM »

Steal the brass knuckles from 2.0 as a generic weight-load weapon to represent the German gauntlet.

No no no!! Panzerhands should have thier own stat line! For a start they can be used as a parrying weapon. Maybe something like:

Panzerhand
Dmg: 1d6 subdual
Threat: 20
Qualities: Grip, guard +1, hook, pummelling
SZ/Hand: D/1 hand
Const: 5M
Comp: Hard 2
Weight: 3 lbs.
Era: Reason
Cost: 100s

Grip = it's a glove. How the hell do you disarm it?
Guard = massive overlapping steel plates used for parrying; this is what it's meant for
Hook = you have articulated fingers, great for grabbing things
Pummelling = swing it like a fist

Cost is justified by making it equal to a Zweihander. The Eisen people consider the panzerhand to be just as important as their signature great sword, and it's costed with similar value.

Hell, i'd consider giving it massive as well.
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« Reply #4 on: July 06, 2012, 07:46:35 AM »

Anyone run 7th Sea using Fantasy Craft?  How about a swashbuckling game in the same era.  Seems like it should work ok, but I worry about the lack of fencing options...  Thoughts? 

I love the bejesus out of 7th Sea. The magnificently over-the-top Alt-Renaissance mashup combined with Roll n Keep -- It remains my favorite 1-off convention game to run or play.

IMO:
FC does 'd20 Swashbuckling Adventures' better than AEG's offering did. FC also handles long-term campaign balance better than d20 or Roll n Keep versions. I think FC can approximate but not perfectly replicate the fast-and-loose play Roll n Keep gives you, which is why for 1-shots, I still tend to use the Roll n Keep.

Quote
I worry about the lack of fencing options
I wouldn't worry at all. The original core 7th Sea book only listed a small handful of weapons (Bow, Avalon Longbow, Buckler, Crossbow, Fencing Sword, Smallsword, Musket, Pistol, Heavy Weapon, Broadsword, Knife, Main-gauche, Panzerhand, Pole-arm)

Even if you look at the list from the d20 Swashbuckling, they don't add a whole lot that isn't just an upgrade to one of those main weapons.

With the exception of the Panzerhand, which Glimmerrat did a number on, the equipment you need is already in place.
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« Reply #5 on: July 06, 2012, 08:00:16 AM »

You may also want this:

New Weapon Upgrades:

Material: Dracheneisen
Effect: The weapon can only be damaged by items that also possess this upgrade
Const: +1 save
Comp: +5
Weight: -50%
Era: Reason
Cost: +200%


New Armor Upgrades:

Material: Dracheneisen
DR: -
Effect: The armor has resistance 3 against non-dracheneisen weapons if partial, and 5 if full
DP: -
ACP: -
Speed: -
Disguise: -
Const: +1 save
Comp: +5
Weight: -50%
Era: Reason
Cost: +200%
« Last Edit: July 06, 2012, 08:04:20 AM by glimmerrat » Logged

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« Reply #6 on: July 06, 2012, 08:44:58 AM »

I know a couple of the Crafty guys worked on 7th Sea some...

Actually Crafty Pat did lots of writing for it and actually wrote the book on the French counterpart.
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« Reply #7 on: July 06, 2012, 08:56:12 AM »

Filthy Montaigne...
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« Reply #8 on: July 06, 2012, 12:26:01 PM »

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

Aeeegiiisss, you are keeping all the good stuff from us! Translate Translate!
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« Reply #9 on: July 06, 2012, 01:03:10 PM »

No no no!! Panzerhands should have thier own stat line! For a start they can be used as a parrying weapon. Maybe something like:

Oh good, a Eisen fanboy. Wink

That's way, way to good and you know it.

Fist-Load Weapon (Blunt Weapon) Unarmed Forte
Dmg: +1 *
Threat: -
Qualities: Grip
SZ/Hand: D/1 hand
Const: 5D
Comp: Hard 2
Weight: .5 lbs.
Era: Primitive
Cost: 10s

All attacks with this weapon are treated as unarmed attacks. The weapon's damage is added to the user's regular unarmed damage and threat ranges.

Now your precious armored glove is that with the Hook and Guard +1 upgrades added. Since it's unarmed, it works for pummeling. This also has the side effect of letting a unarmed Rune Knight function. +1 feels a little weak, but +2 damage seemed a little too good. The original was 1d4-1 (min 0) and increased the error by 1. This is an average of +1.5. Since this doesn't increase error anymore, I went with the rounding down the damage bonus.

Heck, an argument could be made that the supposed awesomeness of the Eisen style comes from the Greatsword chain and the gauntlets are just fluff justifying it.
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« Reply #10 on: July 06, 2012, 01:33:16 PM »

@Krensky: For Brass Knuckles and the like I wrote up an Unarmed quality (the weapon counts as Unarmed for tricks, abilities, damage, threat, etc) to make it simple to parse (and add to any weapon - including via future character options / feats).

@Aegis: How is it that whenever I think "Man, this would be a cool thing to work on" you've already done it?  I found out after I'd written 90% of a psionics system that you'd already converted Shadowforce Archer's system to FC.  Curse you, you magnificent frenchman!  Nice work though, as always (based on google translate and my very limited french).
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Krensky
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« Reply #11 on: July 06, 2012, 01:48:51 PM »

@Krensky: For Brass Knuckles and the like I wrote up an Unarmed quality (the weapon counts as Unarmed for tricks, abilities, damage, threat, etc) to make it simple to parse (and add to any weapon - including via future character options / feats).

Well, that's how SC2.0 did it with the Knuckle quality, I was just going for speed in the conversion here.
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« Reply #12 on: July 06, 2012, 02:53:51 PM »

Here's my take on the Panzerhand from my 7th sea work (from several years ago):

Type: Blunt Weapons
Catagory: Clubs                           
Name: Panzerhand
Damage: 1d6 subdual
Threat: 20
Qualities: Finesse, fitting (forearms), hands-free (left) or (right), pummeling, worn
Size: T/1h
Construction: Hard 2
Complexity: 10W
Weight: 2 lbs.
Era: Feudal
Price: 75s

New Weapon Qualities
Fitting: The weapon counts as an armor fitting for the listed body location for the purposes of Descriptive Armor (see page 173, Fantasy Craft).
Hands-free: Anytime the listed hand is not holding or armed with a different item, this weapon is considered armed at all times in that hand.
Worn: The weapon must be worm, rather than held, to be armed. Putting the weapon on or Disarming the item requires a full action instead of a normal half action (Handle Item) action.
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« Reply #13 on: July 06, 2012, 05:21:01 PM »

I like those new qualities, that's some very cool stuff.  I still prefer it as an unarmed weapon, but I would definitely add those qualities to it.
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Bill Whitmore
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« Reply #14 on: July 06, 2012, 06:05:03 PM »

I like that one.  I may update it to:

Worn X: The weapon must be worn, rather than held, to be armed. Putting the weapon on or Disarming the item requires X full actions instead of a normal half action (Handle Item) action.

Then you could even apply it to other items, like full-plate, to define how long it takes to put on the armor.

I thought about adding "Once per round, an adjacent character can spend a full round action to help you ready the item." so people could help you don your heavier armors.
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