From: vanadium@ix.netcom.com Date: Fri, 20 Aug 1999 12:55:18 -0500 (CDT) Subject: [7th Sea RPG GM] Finn's companion #7 [long] ------------------- Finn's Companion #7 Corantine 20, 1668 by: Carl Gilchrist http://seventhsea.itgo.com http://seventhsea.itgo.com/7thsea/companion.htm ------------------- Some nobles have the blood for Sorcery. Some nobles are half-bloods some are full-bloods. Some blood is thicker than others... Sorcerous Advantages Not all these advantages to you any good at the start. They can be purchased at creation, but remember you can purchase advantages during game play with GM permission. Typically these advantages cost 3x cost in experience points. Listed cost in HP, 3x that in experience points, unless otherwise noted. For All: Talented, 5 points per knack OR 20 experience points. This advantage allows a sorceror to purchase one knack up to the rank of 5, even if he is a half-blood. When the knack is at rank 4 he gets the adept ability of that knack, and when purchased to 5 her gets the master ability of that knack, even if his others knacks haven't reached the appropriate level yet. Half bloods purchasing one of their knacks above 3 costs them double experience points for rank 4 and 5 (16 and 20 points respectively). If the character uses the knack he doesn't have the right to under normal circumstances, either because he is a half-blood and couldn't get to that level anyways, or because he hasn't reached that rank in other knacks as needed, the character must expend an extra drama die to activate the ability. If it doesn't cost any, it now costs one, if it costs one, it now costs two, and so on. Gifted, 10 points per knack With this knack the characters gets the adept ability of a knac when they are at journeyman level. When they reach adept level, she gets the master ability of that knack. When she reaches master level, should there be some sort of grandmaster ability , she gets that, otherwise she gets 1 free raise with that knack. Half-bloods with this advantage must expend a drama die (in addition to others that must be spent) to activate any abilities above apprentice. Glamour: Glamourous, lesser, 3 points (once only) The character starts each session with one extra glamour die only usable for one knack chosen when this advantage is taken. Glamourous, greater, 5 points (once only) The character starts each session with one extra glamour die usable for any of his knacks. Secret Lore, 3 points per knack Normally, a character may only have knack per trait. With this advantage a character may have two knacks that use the same trait. Sidhe Item, 3,6, or 9 points The character has been gifted with an item from the Sidhe (or somewhere else, not necessarily the Sidhe, could be some sort of ancient Syrneth artifact that is just legendary. This item is a quality item and should have some sort of story or legend to it, either made by the GM, but should be done up by the player if he wants this advantage. The item can be any normal, simple item, usually one handed , or maybe a twohanded weapon or shield, or a single piece of armor. It could also be a set of small objects, like dice. For each point in the advantage, the item can hold one point of glamour. It takes any glamour mage 10 actions and a roll of Resolve + panache glamour knack (be it thomas or whatever else they might have, could be zero, just roll normal exploding resolve dice if they have no panache knack) vs. a TN of 15. If the roll is failed the glamour die is lost. If the roll succeeds the glamour die is stored in the item. While the object holds any points of glamour, the object appears finer, and of higher quality, full of energy so to speak. Any glamour mage can sense the glamour in the object and may use it like it was one of their own points. Anyone who knows that there is glamour in the object may spend the die like a drama die on any skill performed with the item. Laerdom: Fjell, 5 points The character has +1 brawn when determining how many runes he can have controlled at any one time, and how many runes he can have inscribed at any one time. Kyndighet, 5 points If the character fails to activate his rune, he takes 1 die of damage per 10 points failed (or part thereof) not per 5 points of failure as per normal. Storsaed, 8 points, 30 experience points. The character may _become_ one extra rune. Usually a character can only become one rune ever, this allows the character to become another as well. Velstand, 3 points Runes that the character inscribes will last for double the time, usually 2 years. The Word, 4 points When invoking a rune the character has, he doesn't have to draw any symbols in the ground or such. He merely speaks the name of the rune with his power behind it and the power comes forth. This may only be done a number of times per day equal to the character's Resolve trait. If he fails an invoke roll doing this, not only does he take the damage, but he cannot use this advantage or that rune for the rest of the day. Porte Lingering Blood, 5 points Even thought blood can be wiped of a blooded object to sever a connection to the Porte user who has blooded it, those with this advantage can still connect to the spiritual residue of their blood that lingers for awhile. The length of the time the object is still considered blooded for them, even after the blood is washed off, is based on their mastery ranks. Apprentice-1day Adept-1 week Master-1 month This is the maximum time, the extra time can not exceed the time the object was actually blooded to begin with. E.g. if an adept bloods an object and 3 days later the blood is removed, the adept can still access that item for another 3 days, if it is on their for 2 years, and wiped off, the adept is limited to 1 week after the blood is removed. Mist Friend , 8 points This truly unnerving advantage gives you a friend/ally in the mists. They may not truly be your friend, but they are friendly (could be in love with). You may not see them all the time, but it knows where you are, and talks to you. It is still not safe to open your eyes. But when they are around (when the GM feels like it) the residents take it easy on you, and your friend doesn't tempt you, and may even help you out. Of course, who knows what your "friend" really wants... Strong Blood, 3 points, 15 experience points The character may maintain more blooded objects than normal. Apprentice-4 blooded objects Adept- 9 blooded objects Master-15 blooded objects. Pyeryem: Animal Friend, 1 point per animal class The character does not need to make a Speak roll when trying to talk to one class of animal (classes like those animals listed for shapechanging into), no matter what part of the land they are in, Ussuran or otherwise. Blood of the Mother, 6 or 9 points , 20 or 30 experience points. Once per day this advantage allows the character to transform into an animal without expending a drama die. For 6 points it is with one animal only chosen when this advantage is purchased., for 9 points the character can use it with all their animals. Strong Animal Skin, 4 points,15 experience points The character may choose one animal whose TN to use is reduced by 5. Sorte: Clean Cut, 3 points, 15 experience points When the character severs a thread, the cut is clean, and leaves little in the way of remnants. Another Sorte Strega can only see the remnant is she makes a Wits+knack (of appropriate thread) vs. a TN of 5 + 5* knack (of the cutter's thread type). Fate Friendly, 4 points, 20 experience points Fate is slightly kinder to this witch. If she receive a fate lash, she only lose drama dice when it occurs rather than the 3. The Weave's Blessing, 8 points, 30 experience points. The character is a bit more fortunate when it comes to blessing and cursing. If the witch gives a blessing or cursing, they may activate this advantage and roll 1d10. If the number is even, they suffer no curse die on themselves. If the number is odd, they receive an additional curse die , with a minimum of the one die, and they suffer a fate lash as if they had rolled a 20 or higher on one die. Good Sailing! --------------------------------------------------------------------- Carl Gilchrist aka Shinjo Shinden aka Captain Morgan York email:vanadium@ix.netcom.com home page:http://pweb.netcom.com/~vanadium L5R list faq:http://pweb.netcom.com/~vanadium/pages/l5r/listfaq.htm 7th Sea page:http://seventhsea.itgo.com --------------------------------------------------------------------- -- Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.