From: vanadium@ix.netcom.com Date: Fri, 27 Aug 1999 14:38:12 -0500 (CDT) Subject: [7th Sea RPG GM] Finn's Companion #8 [long] ------------------- Finn's Companion #8 Corantine 27, 1668 by: Carl Gilchrist http://seventhsea.itgo.com http://seventhsea.itgo.com/7thsea/companion.htm ------------------- Some more suggestions for places to have fights and encounters. The Docks: ---------------- Description-Ships, water, sailors, pirates, warehouses, cargo. This things all appear in various quantities and qualities. Some loud, some quiet, docks vary widely in their appearance. From the shipyards of the Royal Navy to the pirate haven of the Buccaneers, they all have their own unique taste (and smell). Scenery to push over/knock over/do stuff with: Barrels-great for knocking over Boxes-always good for cover and hiding, and breaking over someone's head Boats and Ships-that's what docks are for, right? Who is in them? Where are they going? If you accidentally end up in one, where will you go? Warehouse-evil things could be afoot, find the bad guy shipping out his illegal contraband. Water-push someone in, take a dive to escape, what if something is hiding underneath there? Why are we here- There are many reasons to be at the docks. Your ship coming in is the big one, you're either getting on a ship, or getting off a ship. You could be chasing someone here (always great for getting to any particular location). You may need to talk to someone who can be found at a particularly seedy tavern down near the docks. Chasing through the docks- Use Finesse + Balance (sailors tend to be better at navigating at the docks) random events: 1-2 The pursued runs through a small group of sailors enjoying their game of cards or die. Roll 1d10, if the roll is 7 or higher they take their aggressions out on the pursuers and start a fight. On an 6 or below, they pick up the chase against the pursued. Alternatively, the pursued can roll some reputation dice or make a charm attempt to get this band of sailors to intercept the pursuers. TN usually 5+ 5*threat level of sailors Sailors Threat Rating: 2 Usual Weapons: small (knives and belaying pins) TN to be hit: 15 balance 1, footwork 1 3-4 You come to the end of the dock. You either must fight, take up the chase into the water, or (50% chance) jump on a nearby ship (TN 15). Of course who knows what might be on the ship (or who?) 5-6 nothing happens 7-8 The pursued knocks over a crate of animals awaiting to be shipped (chickens, pigs, whatever). Both pursued and pursuers must make panache rolls vs TN of 15. If the pursued fails, lose 1-5 markers, if the pursuers fails, gain 1-5 markers. 9-10 A group of sailors move some boxes into the middle of the chase. Roll 1d10, on a 1-5 they come out in front of the pursued and the chase is over and the pursued must fight. On a 6-10, the pursued escapes. improvised weapons available- There are a number of things that can be found on the docks to be used as weapons. Belaying Pins Knives Chains Ropes Nets Hooks Dining Hall: ------------------------- Pages could be written on the opportunities available for mayhem in dining halls . Many a movie battle has taken place in a dining hall. Description-Usually in a manor or castle. Usually large with windows high on the walls. Tables and chairs of course fill the majority of the space. Utensils and other foodstuffs available depending on the state of dinner. Why are we here- Dining Halls are for dinner, so the most obvious reason is that you were having dinner, and something happened. Insults or someone barging in work well. Costume parties can also happen, or the fight can just rage here from a dungeon cell below, or a throne room through the door. Feats in the dining hall: Check out Valamir's excellent feat of derring do, available at: http://seventhsea.itgo.com/7thsea/ackenheil.htm for: block with table cut the draps pull rug smother swing from chandelier and several others. Things to try while in a fight: use your sword to bat a cup at your opponent. Grab a cup and throw the contents in someone's eyes use a candle stand to parry with parry with a plate grab a tablecloth and smother with it (see smother above) intimidate opponents and charm the ladies by cutting candles without knocking them off their stand. Need, 3,4 raises. available improvised weapons: knives, fork and spoons that candle stand fireplace poker if red hot, good for +5 on an intimidate roll things that can happen: knock over lantern to start a fire you break out into song (sorry the musical version of 7th Sea isn't available yet) Well, hope you get some creative ideas out of that. Good luck and 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.