From: owner-7thsea@darkedge.com on behalf of Doug Pirko [voivode@WarpLink.com] Sent: Friday, September 10, 1999 11:47 PM Subject: [7th Sea RPG] Re: House Rules (long-ish). A couple of house rules that are now "half-way" play-tested. Comments (even negative ones) are welcome. 1. Brutes wearing Cuirass and Morion (like those Castillan conquistadors standing at the entrance to the tavern) are +5 Tn to be hit versus melee, and "gain" -1 Athletics. Henchmen, Villians and Heroes wearing C&M have made an interesting fashion statement. (And are at -2 Swimming). Of course C&M does nothing versus explosions or firearms. 2. It _is_ illegal for non-swordsmen to challenge. But it is largely over-looked. If, due to an affair of honor or the heart, you "meet at St James at dawn" and fight to first blood nothing untoward will happen. If you accidentally (or purposefully) kill your opponent then as a non-swordsman you are considered a murderer. And if you ever challenge someone _for another_, or make a habit of challenging then certain distinguished gentlemen will start taking a very active interest in making you very actively dead. 3. Since sailing straight doesn't require an action, but turning does, I think I shall change Panache to Rudder (and Quarter-deck, where the Cap'n stands) and Wits to Sails. When your sails are nothing but scraps of cloth you don't travel very fast, and when your rudder cable is snapped and your captain has been smashed like a bowl of eggs your ship isn't very responsive. 4. Ship speeds. Wits = the number of hexes you may move a phase. I limit it to 5. (I only allow Brawn and Resolve to go above 5). a. Have the ships move every phase. This simulates loading time of cannon and the time it takes to change sails to turn. A captain can change the number of hexes per phase any time he has an action (but it doesn't take an action). b. The phase speed is modified by the wind position at the start of the phase. (ie, if you turn your ship doesn't change speed in mid-phase). i) Running before the wind (wind blowing directly behind ship) -1 hex/phase (min 1 while Wits>0). ii) Reaching (wind blowing from the rear right or left hex) +0 hex/phase. iii) Beating, or Close-hauled (wind from the forward right or left hex) -2 hex/phase (min 1 while Wits>0). iv) In Irons, or 3 Sheets t' the wind (wind directly forward of the ship). Speed reduced to 0. c. Getting out of Irons: Pilot+Wits vs 20 to get one hex left or right. d. Tacking across the eye of the wind. (Turning two hexes in one phase). The ships speed must be 2+. The first turn takes the action, the second turn must be after at least one hex movement (no HETs here!) and takes a Pilot + Wits roll of 20. If it is failed the ship is "in irons." Doug. "Hey-ho, we'll go, anywhere the wind is blowing." --- To unsubscribe, send a message to "majordomo@darkedge.com" and put "unsubscribe 7thsea (or 7thsea-digest)" in the body of the message. Contents Copyright (C) 1997,98,99 by ALDERAC ENTERTAINMENT GROUP, INC.