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7th Sea Swordsmen Schools PDF Print E-mail
Written by Peregrinefalcon   
Thursday, 31 July 2008

Here are my ideas for the main book swordsmen schools.

Aldana
Rapier

  • 7th seaApprentice(1pt): The Apprentice has learned to intimidate his opponent with his flashy moves. He may make a display move as part of a multi-action with no penalty.
  • Journeymen(3pt): The Journeymen's weaving, and disorienting style of movement make him difficult to hit. You may add dodge to any action at no penalty, and attacks against you are at Difficulty 3.
  • Master(5pt): Masters of Aldana enter a trance like state where they focus everything on the dual at hand. Every round you gain extra dice equal to your knowledge stat. They may be added to any action but must be declared before the roll.
Ambrogia
  • Apprentice(1pt)- Ambrogia uses a rapier in the main hand and a dagger or main gauche in the off hand as such you may add parry to an attack action at no multi-action penalty.
  • Journeymen(3pt): When you inflict a wound on your opponent you may opt to take a wound yourself and do an extra wound on your opponent. Example you do a 1 killing box to your opponent, you may take 1 killing to your chest to do an additional 1 to your opponent.
  • Master(5pt): If you successfully parry and no attacks get through. You may use your left over gobble dice as an attack set.
Donovan
Sword & Buckler
  • Apprentice(1pt): May add parry to an attack action with no multi-action penalty.
  • Journeymen(3pt): Your preform a Donovans Twist while parrying. Every successful gobble die from a parry roll does 1 shock to opponent's hand.
  • Master(5pt): Any one attack set is considered 2 wider for purpose of speed only.
Eisenfaust
Broadsword & Panzerhand
  • Apprentice(1pt): You may add Parry to any attack action at no multi-action penalty
  • Journeymen(3pt): You may add Disarm to any Parry action at no multi-action penalty
    Standard Success: you grab the weapon with your panzerhand and throw it to the ground.
    Expert Success: You grab the weapon and manage to keep hold of it.
    Master Success: You break any non magical or enhanced weapon.
  • Master(5pts): Each successful parry adds 1 width to a final attack up to your skill in Broadsword. As you set your opponent up for a final devastating attack (thanks stheno)
Leegstra
Broadsword
  • Apprentice(1pt): You've learned to focus on one blow from your broadsword. You may lower the width of an attack for speed purposes equal to your skill in broadsword, and add that to the width for damage purposes. You must do this before opponent's defensive dice are used.
  • Journeymen(3pt): Journeymen have learned to ignore wounds that would kill a lesser man. Shock damage doesn't convert to Killing when a limb is full, and you cannot be dazed.
  • Master(5pt): You've learned to cause grievous wounds with your broadsword. If you do any damage to the torso your opponent they are downed and lose 1 die from every set. In addition all attacks with a broadsword do +2 killing.
Valroux
Rapier & Dagger
  • Apprentice(1pt): The Apprentice has learned to intimidate his opponent with his flashy moves. He may make a display move as part of a multi-action with no penalty.
  • Journeymen(3pt): The Journeymen's weaving, and disorienting style of movement make him difficult to hit. You may add dodge to any action at no penalty, and attacks against you are at Difficulty 3.
  • Master(5pt): Masters of Aldana enter a trance like state where they focus everything on the dual at hand. Every round you gain extra dice equal to your knowledge stat. They may be added to any action but must be declared before the roll.
Ambrogia
  • Apprentice(1pt)- Ambrogia uses a rapier in the main hand and a dagger or main gauche in the off hand as such you may add parry to an attack action at no multi-action penalty.
  • Journeymen(3pt): When you inflict a wound on your opponent you may opt to take a wound yourself and do an extra wound on your opponent. Example you do a 1 killing box to your opponent, you may take 1 killing to your chest to do an additional 1 to your opponent.
  • Master(5pt): If you successfully parry and no attacks get through. You may use your left over gobble dice as an attack set.
Donovan
Sword & Buckler
  • Apprentice(1pt): May add parry to an attack action with no multi-action penalty.
  • Journeymen(3pt): Your preform a Donovans Twist while parrying. Every successful gobble die from a parry roll does 1 shock to opponent's hand.
  • Master(5pt): Any one attack set is considered 2 wider for purpose of speed only.
Eisenfaust
Broadsword & Panzerhand
  • Apprentice(1pt): You may add Parry to any attack action at no multi-action penalty
  • Journeymen(3pt): You may add Disarm to any Parry action at no multi-action penalty
    Standard Success: you grab the weapon with your panzerhand and throw it to the ground.
    Expert Success: You grab the weapon and manage to keep hold of it.
    Master Success: You break any non magical or enhanced weapon.
  • Master(5pts): Each successful parry adds 1 width to a final attack up to your skill in Broadsword. As you set your opponent up for a final devastating attack (thanks stheno)
Leegstra
Broadsword
  • Apprentice(1pt): You've learned to focus on one blow from your broadsword. You may lower the width of an attack for speed purposes equal to your skill in broadsword, and add that to the width for damage purposes. You must do this before opponent's defensive dice are used.
  • Journeymen(3pt): Journeymen have learned to ignore wounds that would kill a lesser man. Shock damage doesn't convert to Killing when a limb is full, and you cannot be dazed.
  • Master(5pt): You've learned to cause grievous wounds with your broadsword. If you do any damage to the torso your opponent they are downed and lose 1 die from every set. In addition all attacks with a broadsword do +2 killing.
Valroux
Rapier & Dagger
  • Apprentice(1pt): You may add Parry to any action at no penalty.
  • Journeymen(3pt): When you successfully hit an opponent, the next round his attacks against you have a difficulty equal to the height or your attack.
  • Master(5pt): Masters of Valroux are the fastest swordsmen in the world. All attacks with Rapier and Dagger are considered 2 wider for speed purposes. A parry set is considered 2 Higher as well.
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Copyright (C) 2007 Alain Georgette / Copyright (C) 2006 Frantisek Hliva. All rights reserved.

 
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