TEXT: 7th Sea Players’ Compendium 
  Being a compilation of information, published and new, for players of 
  the 7th Sea roleplaying game 
  Version and Date of Last Edit 
  Version 1.10; Last changed on 4th October 2001 
  Copyright and Legal Information 
  7th Sea and all related marks are © and ™ Alderac Entertainment Group Inc. All Rights Reserved. Any unauthorized use of 
  copyrighted material or trademarks in this document should not be viewed as a challenge to those copyrights or trademarks. 
   
  
  PAGE 2 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  COMPREHENSIVE CONTENTS 
  GAME PRIMER.....................................................6 
  What is 7th Sea?......................................................6 
  Swashbuckling and Sorcery .............................6 
  Piracy and Adventure.......................................6 
  Diplomacy and Intrigue....................................6 
  Archaeology and Exploration...........................6 
  Conclusion .......................................................6 
  Théah ......................................................................6 
  Sorcery..........................................................6 
  The Vaticine Church .....................................6 
  The Seventh Sea ...........................................6 
  The Syrneth ..................................................6 
  Nations ................................................................7 
  Avalon ..........................................................7 
  Castille..........................................................7 
  Eisen.............................................................7 
  Montaigne.....................................................7 
  Pirate Nations ...............................................7 
  Ussura...........................................................7 
  Vendel/Vestenmannavnjar.............................7 
  Vodacce ........................................................7 
  Other Nations................................................7 
  Secret Societies....................................................7 
  The Explorer’s Society .................................7 
  The Invisible College....................................7 
  The Knights of the Rose and Cross...............7 
  Die Kreuzritter..............................................7 
  Los Vagos .....................................................7 
  The Rilasciare...............................................7 
  Sophia’s Daughters.......................................7 
  Heroes.....................................................................7 
  Hero Sheet........................................................7 
  Traits....................................................................7 
  Skills and Knacks ................................................7 
  Wounds................................................................8 
  Drama .....................................................................8 
  Dice .....................................................................8 
  Exploding Dice.............................................8 
  Actions ................................................................8 
  Action Rolls .....................................................8 
  The Simple Roll............................................8 
  The Contested Roll .......................................8 
  Trait+Knack.........................................................9 
  Raises ..................................................................9 
  Additional Wounds.......................................9 
  Rounds and Phases ..............................................9 
  Action Dice and Initiative....................................9 
  Attack and Defense Knacks.................................9 
  Damage Values....................................................9 
  Wounds..............................................................10 
  Dramatic Wounds ..............................................10 
  NPC Wounds..................................................10 
  Villains........................................................10 
  Drama Dice........................................................10 
  Gaining More Drama Dice.......................... 11 
  CREATING HEROES ..........................................12 
  Hero Points (HP)............................................12 
  Country of Origin...........................................12 
  Hero Creation Summary........................................12 
  Step One: Sorcerer .........................................12 
  Step Two: Swordsman....................................12 
  Step Three: Traits...........................................12 
  Step Four: Destiny Spread..............................12 
  Step Five: Advantages....................................12 
  Step Six: Skills and Knacks............................12 
  Step Seven: Finishing Touches.......................12 
  Backgrounds...............................................12 
  Arcana ........................................................12 
  Traits.....................................................................13 
  Final Details..........................................................13 
  Wounds .................................................................13 
  Dramatic Wounds...........................................13 
  Reputation.............................................................13 
  Using Reputation Dice ...................................13 
  Automatic Reputation Effects (Optional).......14 
  Wealth ...................................................................14 
  The Basics......................................................14 
  Determining Hero Wealth..................................14 
  Nobility (Nobles)........................................... 14 
  Patrons (Artists, Performers, and Scholars) ... 15 
  Profits (Merchants, Tradesmen, and other 
  Specialists)..................................................... 15 
  Salaries (Servants, Priests, and Soldiers) ....... 15 
  Investment ..................................................... 15 
  Alternative Heroes................................................ 15 
  Sidhe Heroes ..................................................... 15 
  Mechanics...................................................... 16 
  Hero Points................................................. 16 
  Traits .......................................................... 16 
  Skills and Knacks....................................... 16 
  Advantages................................................. 16 
  Drama Dice ................................................ 16 
  Arcana........................................................ 16 
  Sorcery ....................................................... 16 
  Repartee ..................................................... 17 
  NATIONALITY ................................................... 18 
  Castille.................................................................. 18 
  Noble Families .................................................. 18 
  The Aldana Family ........................................ 18 
  The Gallegos Family...................................... 18 
  The Ochoa Family ......................................... 18 
  The Orduño Family........................................ 18 
  The Soldano Family....................................... 18 
  The Torres Family.......................................... 18 
  The Zepeda Family........................................ 18 
  Eisen..................................................................... 18 
  Provinces........................................................... 18 
  Fischler .......................................................... 18 
  Freiburg ......................................................... 18 
  Hainzl ............................................................ 19 
  Heilgrund....................................................... 19 
  Pösen ............................................................. 19 
  Sieger............................................................. 19 
  Wische ........................................................... 19 
  Montaigne............................................................. 19 
  Noble Families .................................................. 19 
  The Montaigne Family................................... 19 
  Allais du Crieux............................................. 19 
  Flaubert du Doré............................................ 19 
  Riché du Paroisse........................................... 19 
  Leveque d’Aur............................................... 19 
  Duboise du Arrent.......................................... 19 
  Valroux du Martise......................................... 19 
  Bisset du Verre............................................... 20 
  Étalon du Toille.............................................. 20 
  Praisse du Rachetisse..................................... 20 
  Rois et Reines du Rogné................................ 20 
  Gaulle dul Motte............................................ 20 
  Sices du Sices ................................................ 20 
  Michel du Gloyure......................................... 20 
  Deneuve du Surlign ....................................... 20 
  Vodacce................................................................. 20 
  Noble Families .................................................. 20 
  Bernoulli........................................................ 20 
  Caligari .......................................................... 20 
  Falisci ............................................................ 20 
  Lucani............................................................ 20 
  Mondavi......................................................... 20 
  Vestini............................................................ 20 
  Villanova........................................................ 21 
  DESTINY SPREAD............................................. 22 
  The Destiny Spread in Hero Creation ................... 22 
  Alternative Destiny Draw Method.............. 22 
  Avalon................................................................... 22 
  The Past............................................................. 22 
  Present............................................................... 23 
  Future................................................................ 24 
  Castille.................................................................. 24 
  Past.................................................................... 24 
  Present............................................................... 25 
  Future................................................................ 26 
  Eisen..................................................................... 26 
  Past.................................................................... 26 
  Present............................................................... 27 
  Future................................................................ 28 
  Montaigne............................................................. 28 
  Past ....................................................................28 
  Present ...............................................................29 
  Future.................................................................30 
  Pirate Nations........................................................31 
  Past ....................................................................31 
  Present ...............................................................32 
  Future.................................................................32 
  Ussura....................................................................33 
  Past ....................................................................33 
  Present ...............................................................34 
  Future.................................................................34 
  Vendel/Vesten........................................................35 
  Vodacce .................................................................35 
  Past ....................................................................35 
  Present ...............................................................36 
  Future.................................................................36 
  Vodacce Heroes and Destiny Spreads ................37 
  Fate Knot Chart...........................................37 
  Fate Knots in the Game ..................................37 
  SKILLS .................................................................38 
  Purchasing Skills.........................................38 
  Combining Knacks......................................38 
  Civil Skills.............................................................38 
  Acrobat...........................................................38 
  Archæologist ..................................................39 
  Arsonist ..........................................................39 
  Artist...............................................................40 
  Bard................................................................40 
  Bomb-maker...................................................40 
  Captain ...........................................................41 
  Courtesan........................................................41 
  Courtier ..........................................................42 
  Criminal..........................................................43 
  Doctor.............................................................43 
  Engineer .........................................................44 
  Explorer..........................................................44 
  Falconer..........................................................45 
  Fence ..............................................................45 
  Forger .............................................................45 
  Fortune Teller .................................................46 
  Guardsman .....................................................46 
  Guide..............................................................47 
  Hunter.............................................................48 
  Merchant.........................................................48 
  Performer........................................................49 
  Priest...............................................................50 
  Professor.........................................................50 
  Riverboat Pilot................................................51 
  Sailor ..............................................................51 
  Scholar............................................................52 
  Servant............................................................53 
  Skald...............................................................53 
  Spy .................................................................54 
  Streetwise .......................................................54 
  Urchin.............................................................55 
  Waylay............................................................55 
  Whaler............................................................56 
  Martial Skills.........................................................56 
  Archer.............................................................56 
  Athlete............................................................56 
  Blunt Weapons................................................57 
  Buckler...........................................................57 
  Cloak ..............................................................57 
  Commander....................................................57 
  Crossbow........................................................58 
  Dirty Fighting.................................................58 
  Fencing...........................................................58 
  Firearms..........................................................58 
  Gunner............................................................59 
  Hand Axe........................................................59 
  Heavy Weapon................................................59 
  Knife...............................................................59 
  Panzerhand .....................................................59 
  Polearm ..........................................................60 
  Pugilism..........................................................60 
  Rider...............................................................60 
  Shield..............................................................60 
  Whip...............................................................60 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 3 
  Wrestling........................................................60 
  ADVANTAGES ....................................................62 
  Able Drinker ..................................................62 
  Academy ........................................................62 
  Accurate Archer .............................................62 
  Age and Wisdom............................................62 
  Alchemist.......................................................62 
  Ambidextrous.................................................62 
  Androgynous..................................................62 
  Animal Affinity..............................................62 
  Appearance.....................................................62 
  Area Knowledge.............................................62 
  Arthritis..........................................................63 
  Astrologer ......................................................63 
  Avalon Accent................................................63 
  Barterer ..........................................................63 
  Bearsark .........................................................63 
  Beginning Swordsman ...................................63 
  Bodyguard......................................................64 
  Bought Weapon..............................................64 
  Brilliant ..........................................................64 
  Castillian Accent............................................64 
  Castillian Blade..............................................65 
  Blades.........................................................65 
  Castillian Education .......................................65 
  Castillian Squire.............................................65 
  Cast-Iron Stomach..........................................65 
  Citation...........................................................65 
  Close Family Member....................................65 
  Family Member ..........................................66 
  Cold Climate Conditioning.............................66 
  Combat Reflexes ............................................66 
  Connections....................................................66 
  Connection Types .......................................66 
  Commission ...................................................66 
  The Army....................................................67 
  The Navy ....................................................67 
  Cymbr Connection .........................................67 
  Dangerous Beauty..........................................67 
  Debater...........................................................67 
  Dracheneisen..................................................67 
  Nobility Equivalents...................................67 
  Panzerhand Modifications ..........................68 
  Drago .............................................................68 
  Dual Nationality.............................................68 
  Eagle Eyes......................................................68 
  Eisen Accent ..................................................68 
  Eisen Bodyguard............................................69 
  Extended Family ............................................69 
  Faith ...............................................................69 
  Fhideli Connection.........................................69 
  Foul Weather Jack..........................................69 
  Friend at Court ...............................................69 
  Gentry ............................................................69 
  Gesa ...............................................................69 
  Glamour-imbued Weapon ..............................70 
  Glamour-mere ................................................70 
  Governor ........................................................70 
  Grotesque.......................................................70 
  Handy.............................................................70 
  Hemophiliac...................................................70 
  Home Neighborhood: City+Neighborhood ....70 
  Hook-hand......................................................70 
  Idiot Savant ....................................................70 
  Indomitable Will ............................................71 
  Inheritance......................................................71 
  Jarl..................................................................71 
  Keen Senses ...................................................71 
  Language........................................................71 
  Language: Fhideli...........................................71 
  Language: Old Fhideli/Naditi.........................72 
  Large ..............................................................72 
  Left-Handed ...................................................72 
  Legendary Trait..............................................72 
  Linguist ..........................................................72 
  Local Hero: City.............................................72 
  Lucky .............................................................72 
  MacCodrum Heritage.....................................72 
  MacEachern Heritage.....................................72 
  MacEachern Weapon......................................72 
  Man of Will....................................................73 
  Membership ...................................................73 
  Alcalde ....................................................... 73 
  Elaine’s Knights ......................................... 73 
  Iron Guard.................................................. 74 
  Lord’s Hand................................................ 75 
  Merchant Guild .......................................... 75 
  Musketeers ................................................. 75 
  Secret Societies .......................................... 75 
  Social Club................................................. 76 
  Stelets......................................................... 76 
  Swordsman’s Guild .................................... 76 
  Thieves’ Guild............................................ 76 
  Tyomny ...................................................... 77 
  Merchant Patron............................................. 77 
  Miracle Worker.............................................. 77 
  Miracles...................................................... 77 
  Montaigne Accent.......................................... 78 
  Montaigne Servant......................................... 78 
  Servant Types ............................................. 78 
  Servant Upgrades ....................................... 78 
  Nibelung ........................................................ 79 
  Dracheneisen Forging................................. 79 
  Nibelung’s Hammer ................................... 79 
  Membership in the Order of Nibelungen .... 79 
  Brew Dracheneisen Solvent........................ 79 
  Night Trained................................................. 79 
  Noble ............................................................. 79 
  Land Management...................................... 79 
  Odd Sleeping Habits...................................... 80 
  Old Name....................................................... 80 
  Ordained ........................................................ 80 
  Pain Tolerance................................................ 80 
  Parlor Trick.................................................... 80 
  Patron............................................................. 80 
  Pirate Trick .................................................... 80 
  Poison Immunity............................................ 80 
  Property ......................................................... 80 
  Published ....................................................... 80 
  Puzzle Sword ................................................. 80 
  General Rules for Puzzle Swords ............... 81 
  Uncommon Swords Chart .......................... 81 
  Renard Puzzle Swords................................ 81 
  Loup Puzzle Swords................................... 81 
  Créer Puzzle Swords................................... 81 
  Détruire Puzzle Swords .............................. 82 
  Maître Puzzle Swords................................. 83 
  Roving Don.................................................... 83 
  Rücken........................................................... 83 
  Rune Weapon................................................. 83 
  Scarovese....................................................... 83 
  Scoundrel....................................................... 83 
  Sensitive Bones.............................................. 83 
  Servants ......................................................... 83 
  Showmanship................................................. 83 
  Sidhe Ally...................................................... 84 
  Sidhe Blood ................................................... 84 
  Blessings .................................................... 84 
  Curses......................................................... 84 
  Sidhe Weapon ................................................ 85 
  Weapons..................................................... 85 
  Small.............................................................. 85 
  Spark of Genius ............................................. 85 
  Specialty ........................................................ 85 
  Specialty: Swordsman Knack ........................ 85 
  Sympathetic Healer........................................ 86 
  Syrneth Artifact.............................................. 86 
  Artifacts...................................................... 86 
  Tenure............................................................ 87 
  Thrall ............................................................. 87 
  Time Sense..................................................... 87 
  Toughness ...................................................... 87 
  Trained Duelist............................................... 87 
  Trained Spider................................................ 87 
  Twisted Blade ................................................ 88 
  Unbound ........................................................ 88 
  University ...................................................... 88 
  Ussuran Accent.............................................. 88 
  Vendel League Seat........................................ 89 
  Vendel or Vesten Accent ................................ 89 
  Venerable ....................................................... 89 
  Vesten Bought-man........................................ 89 
  Vodacce Accent.............................................. 89 
  Vodacce Valet................................................. 90 
  FLAWS..................................................................91 
  Allergy............................................................91 
  Animal Animosity ..........................................91 
  Branded ..........................................................91 
  Cursed ............................................................91 
  Dependant.......................................................91 
  One-eyed ........................................................91 
  Phobia.............................................................91 
  Poor Education ...............................................91 
  Ugly................................................................91 
  BACKGROUNDS.................................................92 
  Acolyte Vows..................................................92 
  Amnesia..........................................................92 
  Animal Animosity ..........................................92 
  Assassin..........................................................92 
  Betrothed........................................................92 
  Bloodsworn ....................................................92 
  Code of Honor................................................92 
  Vodacce Honor............................................92 
  Contentious Theory ........................................92 
  Crisis of Faith.................................................93 
  Cursed ............................................................93 
  Debt................................................................93 
  Defeated .........................................................93 
  Dispossessed...................................................93 
  Dracheneisen Heir ..........................................93 
  Exiled .............................................................93 
  Fear.................................................................93 
  Gadjo..............................................................93 
  Hated Relative ................................................94 
  Hunted............................................................94 
  Hunting...........................................................94 
  Loan................................................................94 
  Lorenzo...........................................................94 
  Lost Love........................................................94 
  Lost Relative...................................................94 
  Mistaken Identity............................................94 
  Moment of Awe..............................................94 
  Nemesis..........................................................94 
  Obligation.......................................................94 
  On The Streets................................................95 
  Orphaned........................................................95 
  Pressed into Service........................................95 
  Ridiculed ........................................................95 
  Rivalry............................................................95 
  Romance.........................................................95 
  Sidhe Lover ....................................................95 
  Traitor.............................................................95 
  Treasure Map..................................................95 
  True Identity...................................................95 
  Vendetta..........................................................96 
  Vow ................................................................96 
  Waisen Dependent ..........................................96 
  Wanted............................................................96 
  ARCANA..............................................................97 
  Virtues ...................................................................97 
  Adaptable .......................................................97 
  Altruistic.........................................................97 
  Comforting .....................................................97 
  Commanding ..................................................97 
  Courageous.....................................................97 
  Creative ..........................................................97 
  Exemplary ......................................................97 
  Focused...........................................................97 
  Fortunate.........................................................97 
  Friendly ..........................................................97 
  Insightful ........................................................97 
  Inspirational....................................................98 
  Intuitive ..........................................................98 
  Passionate.......................................................98 
  Perceptive.......................................................98 
  Perspicacious..................................................98 
  Propitious .......................................................98 
  Self-controlled................................................98 
  Uncanny .........................................................98 
  Victorious .......................................................98 
  Willful ............................................................98 
  Worldly...........................................................98 
  Hubrises.................................................................98 
  Ambitious.......................................................99 
  Arrogant .........................................................99 
  Cowardly........................................................99 
  
  PAGE 4 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Envious ..........................................................99 
  Greedy............................................................99 
  Hedonistic ......................................................99 
  Hot-headed.....................................................99 
  Inattentive ......................................................99 
  Indecisive.......................................................99 
  Judgmental.....................................................99 
  Lecherous.......................................................99 
  Loyal..............................................................99 
  Misfortunate...................................................99 
  Overconfident.................................................99 
  Overzealous....................................................99 
  Proud............................................................ 100 
  Rash ............................................................. 100 
  Reckless ....................................................... 100 
  Righteous ..................................................... 100 
  Star-crossed.................................................. 100 
  Stubborn....................................................... 100 
  Trusting........................................................ 100 
  SWORDSMAN SCHOOLS................................ 101 
  Benefits........................................................ 101 
  Format.......................................................... 101 
  Exploit Weakness...................................... 101 
  Avalon................................................................. 101 
  Donovan .......................................................... 101 
  Swordsman Knacks .................................. 101 
  Techniques................................................ 102 
  Finnegan.......................................................... 102 
  Swordsman Knacks .................................. 102 
  Techniques................................................ 102 
  Inebriation Rules....................................... 103 
  Goodfellow...................................................... 103 
  Swordsman Knacks .................................. 103 
  Techniques................................................ 103 
  Inish Fancy (O’cutty)....................................... 103 
  Swordsman Knacks .................................. 104 
  Techniques................................................ 104 
  MacDonald...................................................... 104 
  Swordsman Knacks .................................. 104 
  Techniques................................................ 105 
  Castille ................................................................ 105 
  Aldana ............................................................. 105 
  Swordsman Knacks .................................. 105 
  Techniques................................................ 105 
  Carlucci ........................................................... 105 
  Gallegos........................................................... 106 
  Swordsman Knacks .................................. 106 
  Techniques................................................ 107 
  Montena........................................................... 107 
  Swordsman Knacks .................................. 107 
  Techniques................................................ 108 
  Soldano............................................................ 108 
  Swordsman Knacks .................................. 108 
  Techniques................................................ 108 
  Torres............................................................... 109 
  Swordsman Knacks .................................. 109 
  Techniques................................................ 109 
  Zepeda ............................................................. 109 
  Swordsman Knacks .................................. 109 
  Techniques................................................ 110 
  Eisen ................................................................... 110 
  Drexel.............................................................. 110 
  Swordsman Knacks .................................. 110 
  Techniques................................................ 111 
  Zweihander Stances.................................. 111 
  Eisenfaust ........................................................ 111 
  Swordsman Knacks .................................. 112 
  Techniques................................................ 112 
  Gelingen .......................................................... 112 
  Swordsman Knacks .................................. 112 
  Techniques................................................ 113 
  Höpken ............................................................ 113 
  Swordsman Knacks .................................. 113 
  Techniques................................................ 113 
  Loring.............................................................. 114 
  Swordsman Knacks .................................. 114 
  Techniques................................................ 114 
  Pösen ............................................................... 114 
  Swordsman Knacks .................................. 114 
  Techniques................................................ 115 
  Schaller............................................................ 115 
  Swordsman Knacks .................................. 115 
  Techniques.................................................116 
  Steil..................................................................116 
  Swordsman Knacks...................................116 
  Techniques.................................................116 
  Experienced Henchmen and Brutes...........117 
  Unabwendbar................................................117 
  Montaigne............................................................118 
  Bielung School of Protectorate Defense...........118 
  Boucher............................................................118 
  Swordsman Knacks...................................119 
  Techniques.................................................119 
  du Ponte ...........................................................119 
  Rois et Reines.................................................. 120 
  Swordsman Knacks.................................. 120 
  Techniques................................................ 120 
  Tout Près ......................................................... 121 
  Swordsman Knacks.................................. 121 
  Techniques................................................ 121 
  Valroux............................................................ 121 
  Swordsman Knacks.................................. 121 
  Techniques................................................ 122 
  Pirate Nations ..................................................... 122 
  Rogers ............................................................. 122 
  Swordsman Knacks.................................. 122 
  Techniques................................................ 122 
  Pirate Tricks ............................................. 123 
  Ussura................................................................. 123 
  Bogatyr............................................................ 123 
  Swordsman Knacks.................................. 123 
  Techniques................................................ 124 
  Buslayevich..................................................... 124 
  Swordsman Knacks.................................. 124 
  Techniques................................................ 124 
  Dobrynya......................................................... 124 
  Swordsman Knacks.................................. 125 
  Techniques................................................ 125 
  Kazak .............................................................. 125 
  Swordsman Knacks.................................. 125 
  Techniques................................................ 126 
  Sarrack ............................................................ 126 
  Swordsman Knacks.................................. 126 
  Techniques................................................ 126 
  Sombo ............................................................. 126 
  Swordsman Knacks.................................. 127 
  Techniques................................................ 127 
  Vendel/Vesten ..................................................... 127 
  Anders............................................................. 127 
  Swordsman Knacks.................................. 127 
  Techniques................................................ 128 
  Halfdansson Harpoon...................................... 128 
  Swordsman Knacks.................................. 128 
  Techniques................................................ 128 
  Larsen.............................................................. 128 
  Swordsman Knacks.................................. 129 
  Techniques................................................ 129 
  Leegstra........................................................... 129 
  Swordsman Knacks.................................. 129 
  Techniques................................................ 129 
  Rasmussen....................................................... 130 
  Swordsman Knacks.................................. 130 
  Techniques................................................ 130 
  Siggursdottir Axeman...................................... 130 
  Swordsman Knacks.................................. 130 
  Techniques................................................ 131 
  Vodacce............................................................... 131 
  Ambrogia ........................................................ 131 
  Swordsman Knacks.................................. 131 
  Techniques................................................ 131 
  Bernoulli ......................................................... 132 
  Swordsman Knacks.................................. 132 
  Techniques................................................ 132 
  Carlucci........................................................... 132 
  Swordsman Knacks.................................. 132 
  Techniques................................................ 133 
  Cappuntina ...................................................... 133 
  Swordsman Knacks.................................. 133 
  Techniques................................................ 134 
  Tarantella......................................................... 134 
  Swordsman Knacks.................................. 134 
  Techniques................................................ 134 
  Villanova......................................................... 135 
  Swordsman Knacks.................................. 135 
  Techniques................................................ 135 
  SORCEROUS HERITAGES...............................136 
  The Heritages ...............................................136 
  Avalon .................................................................136 
  Glamour...........................................................136 
  Apprentice Degree: Blessing of Renown......136 
  Glamour Dice............................................136 
  Adept Degree: Blessing of Good Fortune.....136 
  Master Degree: Blessing of Power................136 
  Glamour Legend Knacks..............................136 
  Anne o’ the Wind......................................136 
  Blackcloak ................................................137 
  King Elilodd..............................................137 
  The Green Man .........................................137 
  The Horned Hunter ...................................137 
  Iron Meg ...................................................137 
  Isaac Snaggs..............................................137 
  Jack...........................................................137 
  Mad Jack O’Bannon..................................138 
  Jeremiah Berek..........................................138 
  King Robert the Dark................................138 
  Robin Goodfellow.....................................139 
  St. Rogers..................................................139 
  The Stone Knight ......................................139 
  Thomas .....................................................139 
  Castille ................................................................139 
  El Fuego Adentro.............................................139 
  Apprentice Degree: Heart of Flame..............140 
  Adept Degree: Hand of Flame......................140 
  Master Degree: Spirit of Flame.....................140 
  Limitations of El Fuego Adentro..................140 
  Fire Movement..........................................140 
  The Spark..................................................140 
  El Fuego Adentro Knacks.............................140 
  Concentrate...............................................140 
  Extinguish.................................................140 
  Feed ..........................................................140 
  Range........................................................140 
  Stunts ........................................................140 
  Montaigne ...........................................................141 
  Porté.................................................................141 
  Apprentice Degree: Items.............................141 
  Adept Degree: Self .......................................141 
  Master Degree: Others..................................142 
  Porté Knacks.................................................142 
  Attunement................................................142 
  Blooding ...................................................142 
  Bring.........................................................142 
  Catch.........................................................142 
  Pocket .......................................................142 
  Walk..........................................................142 
  Mechanics.....................................................142 
  Look and See! ...........................................142 
  Limits of Porté Portal Sickness .................142 
  Pulling Through ........................................143 
  The Anchor ...............................................143 
  Handing Off an Object..............................143 
  Breaking a Fall..........................................143 
  Creating a Permanent Porté Gateway........143 
  Ussura..................................................................143 
  Pyeryem...........................................................143 
  Apprentice Degree: Shape of the Beast ........143 
  Adept Degree: Heart of the Beast .................144 
  Master Degree: Soul of the Beast .................144 
  Pyeryem Knacks: Animal Forms..................144 
  Man...........................................................144 
  Asprey.......................................................144 
  Boar ..........................................................144 
  Boca..........................................................144 
  Cat.............................................................144 
  Duck..........................................................144 
  Fish ...........................................................144 
  Frog...........................................................144 
  Goat ..........................................................144 
  Goshawk ...................................................144 
  Hinde ........................................................145 
  Horse.........................................................145 
  Kodiak Bear..............................................145 
  Monkey.....................................................145 
  Mouse .......................................................145 
  Otter..........................................................145 
  Owl ...........................................................145 
  Rabbit........................................................145 
  Raven........................................................145 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 5 
  Red Fox ....................................................145 
  Reindeer....................................................145 
  Snake ........................................................145 
  Snow Leopard...........................................145 
  Songbird ...................................................145 
  Turtle ........................................................145 
  Wolf..........................................................145 
  Mechanics ....................................................145 
  Boons........................................................145 
  Vendel/Vesten......................................................146 
  Lærdom ...........................................................146 
  Apprentice Degree: Discoverer of Secrets....146 
  Adept Degree: Ward of Secrets ....................146 
  Master Degree: The Heart of Secrets............146 
  Lærdom Knacks...........................................146 
  1. Kjøtt (“Flesh”) ......................................146 
  2. Bevegelse (“Empathy”) ........................147 
  3. Varsel (“Omen”) ...................................147 
  4. Ensomhet (“Solitude”)..........................147 
  5. Styrke (“Strength”) ...............................147 
  6. Uvitenhet (“Mystery”) ..........................147 
  7. Stans (“Calm”)......................................147 
  8. Storsæd (“Greatness”)...........................147 
  9. Kyndighet (“Skill”)...............................147 
  10. Sterk (“Wholeness”) ...........................147 
  11. Velstand (“Wealth”) ............................148 
  12. Fjell (“Mountain”) ..............................148 
  13. Høst (“Harvest”) .................................148 
  14. Grenseløs (“Unbound”).......................148 
  15. Krieg (“Warrior”)................................148 
  16. Nød (“Intensity”) ................................148 
  17. Sinne (“Anger”)..................................149 
  18. Tungsinn (“Gloom”) ...........................149 
  19. Herje (“Ruin”) ....................................149 
  20. Reise (“Journey”)................................149 
  21. Fornuft (“Gateway”) ...........................149 
  22. Lidenskap (“Passion”) ........................149 
  23. Kjølig (“Hatred”)................................149 
  24. Villskap (“Fury”) ................................150 
  Mechanics ....................................................150 
  Adding Dice..............................................150 
  Weather.....................................................150 
  Limitations................................................150 
  Vodacce...............................................................151 
  Sorte ................................................................151 
  Apprentice Degree: Touching the Strands....151 
  Adept Degree: Tugging and Stretching the 
  Strands .........................................................151 
  Master Degree: Cutting the Strands..............151 
  Sorte Knacks ................................................151 
  The Strands...............................................151 
  Black Strand .............................................152 
  Mechanics ....................................................152 
  Sensing Strands.........................................152 
  Blessings and Curses ................................152 
  The Composition of a Strand ....................152 
  Tugging Strands........................................152 
  Stretching Strands.....................................153 
  Destroying Strands....................................153 
  Creating Strands........................................153 
  The Arcana ...............................................153 
  Fate Lashes ...............................................153 
  Sorte and Music........................................153 
  Card Spreads.............................................153 
  GAME MECHANICS.........................................155 
  Time....................................................................155 
  Money.................................................................155 
  The Guilder......................................................155 
  Rolling Dice........................................................155 
  Exploding Dice................................................155 
  Rolling More Than Ten Dice ...........................155 
  Traits...................................................................156 
  Rank Zero Traits..............................................156 
  Skills ...................................................................156 
  The Two Rolls .................................................156 
  The Simple Roll ...........................................156 
  The Contested Roll.......................................156 
  Adding Skills and Knacks to the Roll..............156 
  Raises ..............................................................156 
  Free Raises...................................................157 
  A+B: Roll and Keep Revisited.........................157 
  Drama Dice.........................................................157 
  Recap.................................................................. 157 
  Combat ............................................................... 157 
  Initiative .......................................................... 157 
  Held Actions.................................................... 158 
  Interrupt Actions ............................................. 158 
  Passive Defense............................................... 158 
  Lying Prone and Getting Up............................ 158 
  Making an Attack............................................ 158 
  Off-hand Penalty.......................................... 159 
  Fighting in Darkness.................................... 159 
  Fighting in Shallow Water ........................... 159 
  Active Defense................................................ 159 
  Movement during Combat............................... 159 
  Ranged Attacks ............................................... 159 
  Firearms....................................................... 160 
  Normal Damage .............................................. 160 
  Improvised Weapons ....................................... 160 
  Wound Checks................................................. 160 
  Dramatic Wounds............................................ 160 
  Knocked Out ................................................... 161 
  NPC Wounds................................................... 161 
  Brutes........................................................... 161 
  Henchmen.................................................... 161 
  Villains......................................................... 161 
  Armor.............................................................. 161 
  Armor Categories......................................... 161 
  Body Locations............................................ 161 
  Armor Protection ......................................... 162 
  Armor Penalties ........................................... 162 
  Panzerhands.............................................. 162 
  Dracheneisen Armor................................. 162 
  Armor, Body Locations and Called Shots.... 162 
  Surprise ........................................................... 163 
  Experience .......................................................... 163 
  Buy a New Skill........................................... 163 
  Buy a New Background............................... 163 
  Raise a Knack .............................................. 163 
  Special Training........................................ 163 
  Raise a Trait................................................. 163 
  Join a Swordsman School ............................ 163 
  Things You Can’t Do With XP........................ 164 
  Buy Arcana.................................................. 164 
  Buy an Advantage........................................ 164 
  Raise your Drama ........................................ 164 
  Repartee System ................................................. 164 
  Interpersonal Actions ...................................... 164 
  Affecting Multiple People With Repartee .... 164 
  Busking........................................................ 164 
  Charm .......................................................... 164 
  Limitations of Charm ............................... 164 
  Intimidate..................................................... 165 
  Taunt............................................................ 165 
  EQUIPMENT ..................................................... 166 
  Clothing........................................................... 166 
  Transportation ................................................. 166 
  Tack and Harness............................................. 166 
  Weapons and Armor........................................ 166 
  Weapon Accessories........................................ 166 
  Miscellaneous.................................................. 166 
  Food and Lodging ........................................... 166 
  Tools................................................................ 166 
  Scholarly Items................................................ 167 
  WEAPONS......................................................... 168 
  Melee Weapons Table .................................. 168 
  Missile Weapons Table ................................ 168 
  Exotic Weapons Table.................................. 168 
  Weapon Descriptions....................................... 169 
  ARMOR ............................................................. 171 
  Armor Table .................................................... 171 
  APPENDIX I: FAMILY NAMES OF THÉAH... 172 
  Avalon ............................................................. 172 
  Highland Marches........................................ 172 
  Inismore....................................................... 172 
  Castille ............................................................ 172 
  Eisen................................................................ 172 
  Montaigne ....................................................... 172 
  Ussura ............................................................. 172 
  Vendel/Vesten.................................................. 172 
  Vodacce........................................................... 172 
  APPENDIX II: GLOSSARY .............................. 173 
  Published References.......................................... 173 
  APPENDIX III: THÉAN PRONUNCIATION 
  GUIDE ................................................................175 
  Avalon .................................................................175 
  Vowels.......................................................175 
  Consonants................................................175 
  Castille.................................................................175 
  Vowels.......................................................175 
  Consonants................................................175 
  Eisen....................................................................175 
  Vowels.......................................................175 
  Consonants................................................175 
  Montaigne............................................................175 
  Vowels.......................................................175 
  Consonants................................................175 
  Ussura..................................................................175 
  Vendel/Vestenmannavnjar....................................175 
  Vowels.......................................................175 
  Consonants................................................176 
  Vodacce ...............................................................176 
  Vowels.......................................................176 
  Consonants................................................176 
  Pirate Nations......................................................176 
  Inversion ...................................................176 
  APPENDIX IV: NOTES FROM THE FIELD.....177 
  Swordsman Schools.............................................177 
  Aldana ..........................................................177 
  Cappuntina....................................................177 
  Finnegan.......................................................177 
  MacDonald...................................................177 
  Rogers ..........................................................178 
  Soldano.........................................................178 
  Villanova ......................................................178 
  Swordsman Knacks .............................................179 
  Arc................................................................179 
  Attack...........................................................179 
  Beat ..............................................................179 
  Bind..............................................................179 
  Bob-n-Weave/Side-step ................................179 
  Corps-a-corps ...............................................179 
  Disarm..........................................................179 
  Double Attack...............................................180 
  Double Parry.................................................180 
  Feint..............................................................180 
  Fortitude .......................................................180 
  Hook.............................................................180 
  Lunge............................................................180 
  Parry.............................................................180 
  Pin ................................................................180 
  Pommel Strike ..............................................180 
  Riposte..........................................................181 
  Side-step/Bob-n-Weave ................................181 
  Stop-Thrust...................................................181 
  Tagging.........................................................181 
  Throw...........................................................181 
  Trick Shooting..............................................181 
  Wall of Steel .................................................181 
  Whirl ............................................................181 
   
  
  PAGE 6 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  GAME PRIMER 
  What is 7th Sea? 
  The world of 7th Sea is a world of swashbuckling and sorcery, 
  piracy and adventure, diplomacy and intrigue, archæology and 
  exploration. It’s a world of musketeers, buccaneers and 
  privateers, ancient sorcery and lost civilizations, secrets that hide 
  in the shadows and monsters that hide in plain sight. 
  Swashbuckling and Sorcery 
  It is a world where an order of musketeers guards not only the 
  lives of the nobility, but also the virtues of honor, integrity, and 
  fraternity. It is a world of sharp blades and sharp wits, where a 
  cutting retort can be just as deadly as a sword point. 
  It is also a world where the nobility control the most powerful 
  force of all—sorcery. Dark magic pulses in the hearts of the 
  noble class, power that was given to them long ago. Some 
  control the weather. Others assume the forms of animals. Some 
  rip through the fabric of reality, while others play with the forces 
  of Fate itself. 
  In short, the hard edge of steel coupled with the shadowy 
  substance of sorcery. 
  Piracy and Adventure 
  The waters of 7th Sea are populated with the robbers of the 
  waves. The pirates of 7th Sea are united by a common cause: 
  freedom. Freedom from the tyranny of sorcerers and kings. 
  Freedom from the shackles of the Church of the Prophets. 
  Freedom from greedy land-owners and money lenders. Pirates 
  sail where they want, take what they please and live a life of 
  freedom unknown by any other man in the world of 7th Sea. 
  With the decline of the Church, things have become even better 
  for pirates as kings and queens hire daredevil adventurers to 
  explore the unknown and bring back the booty they discover. Of 
  course, if those adventurers lower their guards for even a 
  moment, they’ll find themselves facing the black flag… 
  Diplomacy and Intrigue 
  In the world of 7th Sea, kingdoms are on the verge of 
  becoming countries. A swelling tide of nationalism grows in the 
  hearts of men and women, and a new kind of conflict—covert 
  warfare—is finding its way into the world. But in the courts of 
  kings and queens, diplomats dressed in powdered wigs, lace and 
  silk try to resolve the disputes of nations. Of course, if diplomacy 
  fails, there is the cold steel of the dueling sword waiting under all 
  that finery. 
  A new kind of espionage is making its way into the world as 
  well. Men and women trained in the arts of deception live 
  perilous lives of illusion and artifice as they pillage enemy 
  secrets with only their beauty, cunning and wits… and a 
  willingness to do anything for crown and country. 
  Archaeology and Exploration 
  Beyond the kingdoms of Théah lie the ruins of an ancient 
  civilization, lost centuries ago. Hidden beneath thousands of 
  years of dust and the waves are vast cities of lost Syrneth. Who 
  knows what ancient treasures remain, unseen by human eyes, 
  untouched by human hands? 
  Men and women who call themselves “Archæologists” are 
  hired by the kings and queens of Théah to unearth these treasures 
  and bring them back to noble hands. Daring the perilous ancient 
  ruins, these men and women are all the rage in the noble courts 
  and the subjects of romantic novels all across the land. Praised as 
  heroes, they hope to discover the secrets of the Syrneth in hopes 
  that they may uncover the key to man’s own origins, and 
  possibly the secrets of the universe itself. 
  Conclusion 
  And that, in a nutshell, is the world of 7th Sea. It is a great deal 
  like our own, but at the same time, not at all like our own. Théah 
  is a whole new world to explore. Are you ready? 
  Théah 
  Théah is the continent where all the action of 7th Sea takes 
  place—a continent with many similarities to 17th century 
  Europe. She is ruled by a series of nation-states, which bear 
  cultural and historical similarities to particular European nations 
  on Earth. While she isn’t Europe’s twin sister, she is certainly a 
  distant cousin, which should make Théah more familiar and 
  learning about her culture and history easier. There are some 
  important differences, however. 
  Sorcery 
  Sorcery is a very real power in Théah. Almost every noble 
  family has the dark gift running in its veins, although one 
  nations—Eisen—is an exception to the rule. Their sorcery is 
  powerful and dangerous, each type demanding its own unique 
  cost. It is a discipline that not all can, or should, attempt to 
  master, but when its power is harnessed, it can change the fate of 
  nations. 
  The Vaticine Church 
  Théah’s principal religion—the Church of the Prophets, or 
  Vaticine Church—has many elements similar to European 
  Catholicism, but also some key philosophical differences. Aside 
  from a slightly different iconography, the Church embraces 
  science as a means of understanding the Creator’s world, and 
  encourages the proliferation of knowledge through schools and 
  universities. Because of its efforts, Théans have made several 
  scientific breakthroughs that would not occur on Earth until 
  centuries later. 
  Unfortunately, the Church has a darker side as well. Théah has 
  only just emerged from the thirty year long “War of the Cross,” a 
  struggle between the traditional Vaticines and a reformist 
  movement known as Objectionism. The war involved every 
  nation on the continent, and left the country of Eisen in shattered 
  pieces. As if this weren’t bad enough, a sinister Inquisition has 
  recently seized power within the Church, threatening to 
  transform it into an instrument of terror. Only time will tell if 
  they succeed. 
  The Seventh Sea 
  There are six seas surrounding Théah. The mythical “Seventh 
  Sea” is considered little more than a sailor’s story, a tale to 
  frighten cabin boys on their first voyage. It is said that when a 
  ship enters the Seventh Sea, the stars move backwards, the sun 
  and moon share the same horizon and strange cries can be heard 
  from beneath the waves. While scholars dispute the veracity of 
  the sailors’ stories, too many have surfaced to be ignored. 
  The Syrneth 
  The ruins of a society far older than man’s lie scattered across 
  Théah. Some sit in ruined cities beneath the earth, while others 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 7 
  lie on an extensive string of islands in the western seas. The race 
  which built them—known as the Syrne—has remained unknown, 
  but it is clear that they were not human. While their origins 
  remain a mystery, the ruins are a treasure haven for daring men 
  and women. Strange artifacts and wondrous inventions have 
  been pulled from their depths, resulting in a great amount of 
  puzzling… and, for some, an even greater amount of wealth. 
  Nations 
  The current nations of Théah—seven in all—represent the 
  whole of the civilized world. A more detailed description of each 
  nation can be found in the Théah chapter of the two core 
  rulebooks: the 7th Sea Players’ Guide and the 7th Sea Game 
  Masters’ Guide. 
  Avalon 
  Green and enchanted, this union of three kingdoms has recently 
  risen to the fore-front of Théan politics. 
  Castille 
  Headquarters of the Vaticine church, this fertile nation has 
  recently fallen under attack from the Montaigne to the north. 
  Eisen 
  A once-proud country now struggling to recover from the War 
  of the Cross. 
  Montaigne 
  One of Théah’s most powerful nations, leading the world in art 
  and culture even as its Emperor crushes the populace beneath his 
  thumb. 
  Pirate Nations 
  Not so much a nation as a general catch-all for the various 
  piratical factions sailing the seas of Théah. 
  Ussura 
  A vast and wild country, whose people still live as their 
  ancestors did centuries ago. 
  Vendel/Vestenmannavnjar 
  This collection of islands is divided between wealthy Guilds 
  seeking to dominate Théah’s economy and the fierce raiders who 
  refuse to surrender their heritage. 
  Vodacce 
  The former cradle of civilization, now split between seven 
  Merchant Princes whose complex schemes reach every corner of 
  the world. 
  Other Nations 
  Two other nation-states exist as well—the Empire of the 
  Crescent Moon and the land of Cathay—but they are isolated 
  from the rest of Théah by a combination of cultural differences 
  and physical barriers. Other continents may exist, far beyond the 
  western oceans, but no Théan has yet discovered them. 
  Secret Societies 
  The Nations are not the only powers influencing Théah. There 
  are many more clandestine organizations—not beholden to 
  nationality or religion—that move Théan politics, some 
  unnoticed by even the most observant scholars and statesmen. 
  More details on these groups can be found in the Théah chapter 
  of the two core rulebooks: the 7th Sea Players’ Guide and the 7th 
  Sea Game Masters’ Guide. 
  The Explorer’s Society 
  One of the most prominent “gentleman’s clubs” in Théah, a 
  multinational organization dedicated to studying the past and 
  discovering her geography. 
  The Invisible College 
  A secretive band of academics who work to protect scientific 
  progress from the fires of the Inquisition. 
  The Knights of the Rose and Cross 
  An ancient order of adventurers, seeking to bring justice to the 
  unjust and to protect those who cannot protect themselves. 
  Die Kreuzritter 
  A group of holy Vaticine Knights, wiped out centuries ago by a 
  traitorous political ruler. 
  Los Vagos 
  Led by a mysterious masked man, these hidden crusaders 
  protect the people of Castille from enemies both within and 
  without. 
  The Rilasciare 
  Best known as the Free Thinkers, the Rilasciare promote free 
  will and self-determination through a range of extremely 
  unorthodox tactics. 
  Sophia’s Daughters 
  A union of Vodacce women seeking equality and political 
  power by covert means. 
  Heroes 
  There are many different kinds of Heroes in 7th Sea. The one 
  you choose to play could have any number of skills, abilities, and 
  unique quirks. 
  Hero Sheet 
  The words and numbers on a Hero sheet are there remind you 
  of your character’s strengths and weaknesses. Just as some 
  heroes are stronger, faster or smarter than others, so will your 
  Hero have a unique list of virtues and flaws. The Hero sheet 
  helps you keep track of all of that. 
  Traits 
  Every Hero has five Traits: Brawn, Finesse, Resolve, Wits and 
  Panache. To show your Hero’s abilities in these Traits, we assign 
  a number, or Rank, to each one. All your Hero Traits will be 
  Ranked from 1 to 5, although it is possible to have a 0 Rank 
  Trait, or even Rank 6 or higher. The high the Rank, the more 
  ability your Hero has in that Trait. 
  Brawn is a measure of your character’s strength and endurance. 
  Finesse measures his coordination and agility. 
  Resolve is a measure of your Hero’s willpower. 
  Wits measures how quickly your Hero can think on his feet. 
  Panache is that “something special” that sets your Hero apart 
  from Joe Average. 
  Skills and Knacks 
  Skills represent the training your Hero has acquired. If Traits 
  define who your Hero is, then Skills define what he knows. 
  Unlike Traits, not everyone has the same set of Skills. We all 
  learn different lessons, even from similar experiences. 
  
  PAGE 8 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  When your Hero purchases a Skill, he picks up a wide range of 
  abilities. After all, when he takes a fencing class, he learns more 
  than just thrusting: he learns to thrust, parry and riposte, and 
  picks up some general knowledge of fencers and the history of 
  the activity. 
  These “minor Skills” are called Knacks. Unlike Traits, Skills 
  themselves do not have Ranks, but Knacks do. In that sense, 
  characters who have trained under the same teacher can learn 
  different lessons and come away with completely different 
  abilities. 
  Example: Two characters apprenticed under the same master 
  could have Performer Skills that look entirely different: 
  Jason, the Performer 
  Performer Knacks: Acting: 3, Dancing: 2, Oratory: 1, Singing: 3 
  Richard, the Performer 
  Performer Knacks: Acting: 1, Dancing: 3, Oratory: 2, Singing: 3 
  Wounds 
  A very important part of the swashbuckling genre is action, and 
  whenever swords get drawn, somebody is going to get hurt. Your 
  Hero can only take so many Wounds before he gets Knocked Out 
  and is vulnerable to attack from Villains and other riff-raff. 
  Drama 
  The purpose of this section is to show you how to use the 7th 
  Sea game system. While a more detail discussion of all of the 
  rules appears later in the core rulebooks, we are giving you an 
  overview of the important ones here. 
  Dice 
  7th Sea uses ten-sided dice exclusively. Dice help the Game 
  Master and players resolve conflicts, adding a degree of luck and 
  chance to the game. 
  Whenever the GM tells a player to make a check, the player 
  picks up a number of dice, throws them and counts up the total. 
  Because you almost always want to roll high in 7th Sea, rolling 
  more dice is better than rolling only a few. 
  Example: If you roll three dice and they read 3, 8 and 8, the total 
  of your roll is 19 (3+8+8=19). 
  In the following text, you’ll see two words that are very 
  important: Roll and Keep. When we tell you to roll 5 dice, you 
  roll 5 dice. However, when we tell you to Keep only 3 dice, you 
  choose any 3 dice and keep those totals. 
  Example: If we say “roll 5, Keep 3” we mean roll a total of 5 
  dice, but only count 3 of them toward your total. 
  Exploding Dice 
  Whenever a die rolls a 10, that die explodes. An exploding die 
  is rerolled and the next result is added to the first one. 
  Example: A die rolls a 10, and you roll it again. The next result 
  is a 5. Add the two results together and that single die rolled a 
  15. 
  If you roll consecutive 10s, continue rolling until you roll a 
  number other than 10. Then add all the results together for the 
  total roll. No matter how many times a single die explodes, it 
  only counts as one die towards the number of Kept dice. 
  Actions 
  If your Hero wants to do something, he performs an Action. A 
  Hero can make only one Action at a time. Because some Actions 
  are harder than others, the GM will assign a Target Number [TN] 
  to each Action to represent its difficulty. Actions that are easy or 
  simple will have low Target Numbers [5-10] while more difficult 
  actions will have higher Target Numbers [25-30]. The average 
  TN for most tasks is 15. 
  Action Rolls 
  There are two kinds of Action rolls used in 7th Sea: Simple and 
  Contested. 
  A Simple roll is used when a Hero is acting on his own, when 
  only his own abilities are being tested. 
  A Contested roll is used when a Hero is actively opposing (or 
  being opposed by) another character. 
  The Simple Roll 
  Step One: The player declares an Action and the GM determines 
  which Trait is appropriate for that Action. Then he assigns a 
  Target Number [TN] for that action. 
  Step Two: The player rolls a number of dice equal to the 
  character’s Trait and adds them together. 
  Step Three: Compare the total generated by the dice with the 
  TN. If the character’s roll is equal to or greater than the TN, then 
  the Action is successful. If the roll is less than the TN, the Action 
  fails. 
  A Simple roll is an Action whose outcome is based solely on 
  the ability of the Hero. Does that Hero have the strength to lift 
  and throw that table? Does he possess the deftness to pick that 
  lock? Both are good examples of Simple rolls. 
  The GM decides the character’s appropriate Trait and difficulty 
  for the roll (Brawn would be appropriate for lifting and throwing 
  a table, while Finesse would be appropriate for picking a lock). 
  The player rolls a number of dice equal to his Trait. He then 
  compares the total on the dice with the assigned Target Number. 
  If his roll is equal to or higher than the TN, his Action is 
  successful. If it is lower, then he fails. 
  The Target Number Table shows the relative difficulties for 
  Actions and their appropriate Target Numbers. This gives you a 
  good estimate as to what those Target Numbers may be. 
  Target Number Table 
  TN 
  Difficulty 
  5 
  Mundane 
  10 
  Easy 
  15 
  Average (default Target Number) 
  20 
  Hard 
  25 
  Very Hard 
  30 
  Heroic 
  35 
  Never Done Before 
  40 
  Never To Be Done Again 
  The Contested Roll 
  Contested rolls are a little different from Simple rolls. A Hero 
  makes a Contested roll when he’s trying to use his Action against 
  another character. The GM tells him to roll a number of dice 
  equal to the appropriate Trait, just like a Simple roll, but: 
  • The TN for a Contested roll is equal to 5 × Opposing Trait. 
  • Both the Acting and Opposing characters make rolls, and the 
  success of the Action is determined by their rolls. 
  In a Contested roll, one of three results can occur: 
  1. If only one contestant successfully rolls at least 5 × Opposing 
  Trait, then he succeeds, and his opponent fails. 
  2. If both contestants roll successfully, the one who rolls higher 
  wins. 
  3. If neither contestant rolls successfully, the Action continues 
  until one or both of them can make a successful roll. 
  Example: Don and Jeff make a Contested Brawn roll. Don is 
  Brawn 3; Jeff is Brawn 4. Don’s TN is 20 (Jeff’s Brawn 4 × 5) 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 9 
  and Jeff’s is 15 (Don’s Brawn 3 × 5). If only one of them rolls 
  equal to or higher than his TN, he succeeds. If both of them roll 
  equal to or higher than their respective TN, the one who rolled 
  higher succeeds. If neither of them roll equal to or higher than 
  their TN, they both fail and the test continues to the next Action. 
  Trait+Knack 
  Generally, when you roll to see if an Action is successful, the 
  number of dice you’ll be rolling is listed as A+B, where A is the 
  Trait and B is the Knack used. 
  Example: If you’re trying to hit a flying bird with a shot from 
  your flintlock pistol, your GM will tell you to roll 
  Finesse+Attack (Firearms) to gain a total. 
  Whenever you roll Trait+Knack, you always Keep a number of 
  dice equal to the Trait. 
  Raises 
  When the GM assigns a player a TN, the player may find that 
  TN a little too easy to meet. A player may voluntarily Raise 
  any TN he is assigned in increments of five. 
  HOUSE RULE: Any successful action will add one unkept die to 
  the result for every full 10 points that the TN is exceeded by, if 
  no Raises are called. Obviously it is still better to call Raises, but 
  this gives the GM some discretion above and beyond that rule 
  mechanic. 
  Raising the TN increases just how impressive the success will 
  be, and allows a Hero to complete tasks more quickly, more 
  effectively, or with more style. A ‘called shot’ (striking an 
  opponent in the hand, firing a bullet into an opponent’s leg, etc.) 
  is an example of what a player can do with Raises. 
  Called Shots Table 
   
  Called Shot To… 
  Required 
  # of Raises 
  Arms, Legs, Chest 
  2 
  Feet, Hands 
  3 
  Face 
  4 
  Heart, Neck 
  5 
  Eye 
  6 
  As you read further, you’ll see more references to Raises. Just 
  remember that a Raise is always a five point increase to the given 
  Target Number, which also increases the success of your roll. 
  Additional Wounds 
  For each successful Raise made when making an attack, the 
  Hero may roll an extra unkept die on the Damage roll for a 
  successful attack. 
  Rounds and Phases 
  Whenever the Heroes engage in combat, time slows down so 
  everyone can get a chance to perform an Action. A Round is the 
  basic unit of time in 7th Sea, which is further broken down into 
  10 Phases. Remember, Phases are 1/10 as long as Rounds. 
  A Round begins with Phase 1 and counts up (Phase 2, Phase 3, 
  and so on) until the Round reaches Phase 10. At the end of Phase 
  10, the Round ends and a new Round begins. 
  Action Dice and Initiative 
  At the start of a Combat Round, you will get a number of 
  Action dice to roll equal to your Hero’s Panache. Action dice do 
  not explode like regular dice. 
  Action dice have two purposes: 
  1. The numbers shown on the dice tell you in which Phases 
  your Hero will have an Action this Round. 
  2. When added together, they give your Hero his Initiative Total 
  for this Round. 
  Example: Let’s say your Hero has a 4 Panache, so he rolls 4 
  Action dice at the beginning of a Combat Round. The dice he 
  rolls come up 1, 3, 4 and 10, indicating that he will act in Phase 
  1, Phase 3, Phase 4 and Phase 10. Notice that he did not reroll 
  the 10 and add the result. 
  When you add a Hero’s Action dice together, you get his 
  Initiative Total for the Round. Within individual Phases, the Hero 
  with the highest Initiative Total goes first, followed by the Hero 
  with the second highest Initiative Total and so on down the line. 
  Example: Using the previous example, your Hero’s Initiative 
  Total at the beginning of this Round is: 1+3+4+10=18. 
  Whenever you take an Action in a Phase, you must “spend’ 
  your Action die. Spending your Action die reduces your 
  Initiative Total, so be sure to double-check it at the beginning of 
  each Phase. 
  Attack and Defense Knacks 
  A character who attacks another character is called “the 
  Attacker.” The character being attacked is called “the Defender.” 
  In order for the Attacker to hit the Defender, he must roll 
  against the Defender’s Target Number to be Hit. 
  The Defender’s TN to be Hit is 5+(5 × Defense Knack). 
  Defense Knacks are listed in the Defense Knacks Table, below. 
  Defense Knacks Table 
  Defense 
  Knack 
  When Used 
  Footwork 
  May be used at any time, unless over-ruled by another 
  Knack 
  Parry 
  May only be used when holding an appropriate item 
  Balance 
  Must be used when fighting on an unstable surface 
  (gravel, ship, moving carriage) 
  Climbing 
  Must be used when climbing 
  Leaping 
  Must be used when leaping 
  Riding 
  Must be used when riding an animal 
  Rolling 
  Must be used when rolling or sliding 
  Sprinting 
  Must be used when running 
  Swimming Must be used when swimming 
  Swinging 
  Must be used when swinging 
  Your Hero cannot use Leaping while swinging or Swinging 
  while Parrying. When leaping, he must use the Leaping Knack. 
  Damage Values 
  All weapons have a Damage Value that tells you how many 
  Wounds you will inflict with a successful hit. 
  Each weapon is listed in the same way. A weapon’s profile 
  gives you the number of Damage dice you roll and the number of 
  Damage dice you Keep from the roll. 
  Example: If a fencing sword has a Damage Value of 2k2, you 
  roll 2 Damage dice and Keep 2 Damage dice from the roll. 
  If the weapon is a hand-to-hand weapon (such as a sword, 
  knife, or thrown spear), you add your Hero’s Brawn in unkept 
  dice to the Damage roll when you roll it. If the weapon is a 
  firearm, a bow, or a crossbow, you do not. 
  Example: In the previous example, if the Hero wielding the 
  fencing sword has a Brawn of 4, he would roll 6 Damage dice (2 
  for the weapon plus 4 for Brawn) and Keep 2 Damage dice from 
  the roll. Effectively, by taking into account the Hero’s Brawn, the 
  weapon’s Damage Value becomes 6k2. 
  For ranged weapons (such as firearms, bows, or crossbows), 
  you will see a bonus or penalty to hit your target. 
  
  PAGE 10 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Example: A pistol has a -10 penalty to hit at Short Range. This 
  means that you subtract -10 from your Attack roll when you are 
  rolling against an opponent’s TN to be Hit. 
  Wounds 
  When your Hero gets hit by a sword or a bullet from a musket, 
  he gets wounded. Once you’ve been wounded, you have to 
  determine if you’ve taken a serious hit (Dramatic Wound) or a 
  superficial one (Flesh Wound). This is referred to as a Wound 
  Check. 
  To make a Wound Check, roll your Brawn with a TN equal to 
  the number of Wounds you’ve taken so far in the combat. If you 
  fail the roll, you suffer a Dramatic Wound. Otherwise, nothing 
  happens, but the damage stays with you as a Flesh Wound. Flesh 
  Wounds are cumulative. 
  Example: If you get 10 Flesh Wounds at the beginning of a 
  Round and then get 15 more at the end, you now have a total of 
  25 Flesh Wounds. 
  For every full 20 points you miss your Wound Check by, you 
  take an additional Dramatic Wound. Firearms, on the other hand 
  are much more deadly. When making a Wound Check against a 
  Firearm, for every full 10 points you miss the Wound Check by, 
  you take an additional Dramatic Wound. 
  At the end of each battle, erase all your Flesh Wounds, but not 
  Dramatic Wounds. You get to keep them for a while. 
  Example: A Hero gets hit twice in one Round. The first hit 
  causes 10 Flesh Wounds. He has a Brawn of 3, so he rolls and 
  Keeps 3 dice on his Wound Check. He rolls a 15, making the 
  roll. He marks down the first 10 Wounds on his Hero sheet, so 
  he’ll remember how many Flesh Wounds he’s taken so far this 
  combat. At the end of the Round he gets hit again, taking another 
  10 Flesh Wounds, for a total of 20 Flesh Wounds (10 from the 
  first hit and 10 from this one). He makes another Wound Check 
  and rolls another 15, missing his new TN of 20. Now, he erases 
  all the Flesh Wounds he has taken so far and notes a Dramatic 
  Wound on his Hero sheet. 
  Dramatic Wounds 
  When you suffer a Dramatic Wound, the first thing to do is 
  erase all the Flesh Wounds you’ve suffered so far. Don’t get too 
  excited; you still have to deal with the effects. 
  First, if this Dramatic Wound brings your total number of 
  Dramatic Wounds equal to your Resolve, none of your dice 
  (except Drama Dice) explode. 
  If you accumulate a number of Dramatic Wounds equal to your 
  Resolve × 2, you are Knocked Out, and you’re out of the combat. 
  You’ll probably wake up in a dungeon, or tied to a chair, 
  assuming no-one kills you. 
  At this stage, if your opponent hits or shoots you again, or, in 
  any case, if you accumulate a total number of Dramatic Wounds 
  equal to your Resolve × 3, you are Dead. And that’s probably it, 
  although you may get to make a stirring final speech before you 
  go (usually long enough to ask for revenge, make a bequest, or 
  similar). Time to create a new Hero… 
  NPC Wounds 
  Player characters are a little different from NPCs (Non-Player 
  Characters—those characters controlled by the Game Master). 
  Players are Heroes, after all. While there are NPC Heroes, there 
  are only a few (so they don’t crowd the player characters!). The 
  player characters are so distinguished, they even deal with 
  Wounds in a different manner than the rest of the world. 
  There are 3 kinds of NPCs: Villains, Henchmen and Brutes. 
  Each of them is wounded differently. 
  Villains 
  Villains are the counterparts of Heroes. They have the same 
  abilities as Heroes, and the same potential to do evil as a Hero 
  has to do good. 
  Villains are Wounded in exactly the same manner as Heroes. 
  Whenever they receive Wounds, they make a Wound Check 
  using their Brawn. If they succeed, there’s no effect. If they fail, 
  they take a Dramatic Wound. If a Villain ever takes a number of 
  Dramatic Wounds equal to his Resolve × 2, he is Knocked Out. 
  Henchmen 
  Henchmen are the lieutenants and hangers-on of Villains and 
  Heroes. They’re tougher than Brutes, but only a little bit. 
  Henchmen are actually just on the verge of becoming Heroes and 
  Villains themselves; all they need is a little push and they’re on 
  their way. 
  Henchmen receive Wounds as Heroes do, but if they suffer a 
  number of Dramatic Wounds equal to their Resolve, they are 
  Knocked Out. It’s up to the GM whether or not the Henchman is 
  unconscious or killed, but if he takes a Wound while he’s 
  Knocked Out, he dies. 
  Brutes: Brutes are riff-raff. They are nameless thugs that 
  villains employ by the dozens, and who get Knocked Out by the 
  dozens when Heroes show up. A group of Brutes (usually six in 
  number) is called a “Brute Squad.” 
  Generally, the TN to be Hit for most Brutes is 10. When a Hero 
  successfully strikes a Brute, the Brute gets Knocked Out. That’s 
  it. There’s no roll for Wounds, no Wound Check, just the Brute 
  getting Knocked Out. The GM determines if the Brute has been 
  killed or just knocked unconscious, but if a Brute ever takes even 
  a single Wound after he’s been Knocked Out, he dies. 
  Oftentimes, a Hero can dispatch a menacing Brute Squad with 
  little effort. If a Hero is facing a Brute Squad directly, he may 
  attack an additional Brute per Raise made. 
  Example: In other words, if you were facing four Brutes, you 
  would need three Raises (one Raise for each additional Brute 
  beyond the first) to attack them all. The Brutes’ TN to be Hit 
  would be increased to 25 (normal 10+15 for Raises). Of course, 
  if your Hero was successful with his attack, he would Knock Out 
  all of them in a flurry of swordplay. 
  Drama Dice 
  Every Hero begins the game with a pool of Drama Dice equal 
  to the Rank of his lowest Trait. These represent a character’s 
  innate ability to second-guess his surroundings and the intentions 
  of his opponents, and to perform actions beyond the capacity of 
  the common man (so-called “heroic actions”). 
  When a Hero spends one of his Drama Dice, one of two effects 
  can be invoked. 
  The first is to add a Kept die to any one Action. This can be 
  called after the roll is made, but must be called before the GM 
  describes the result of the Skill check. Drama Dice cannot be 
  used after the Action has been successful. In other words, you 
  can’t add Drama Dice to the Effect roll. You can only use them 
  to increase the likelihood of your success. 
  The second is to immediately recover from being Knocked 
  Out. However, regardless of the current Phase, the Hero must 
  then spend the remainder of that Round recovering, unable to 
  perform any Actions. Your TN to be Hit during the remainder of 
  the Round is reduced to 5. 
  There are other uses for Drama Dice, but they can wait until 
  you learn more about the rules. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 11 
  Gaining More Drama Dice 
  You earn Drama Dice through roleplaying. If your Hero snaps 
  off some witty banter at a Villain while engaged in deadly 
  swordplay, you’ll earn a Drama Die. If he pauses for a moment 
  before leaping out the window to give the beautiful princess a 
  good-bye kiss, you’ll get a Drama Die. In short, whenever you 
  pull off an Action with unusual flair, or provide an inspired piece 
  of roleplaying, you’ll earn yourself a Drama Die. 
  
  PAGE 12 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  CREATING HEROES 
  Hero Points (HP) 
  All characters are created from a base of 100 Hero Points 
  (HP). These points are used to purchase Traits, Advantages, 
  Skills, Knacks, Backgrounds and Arcana. 
  Country of Origin 
  Characters must originate from one home nationality, chosen 
  from the following: 
  • Avalon (akin to England, Ireland, Scotland) 
  • Eisen (akin to Germany, Poland) 
  • Castille (akin to Spain, Portugal) 
  • Montaigne (akin to France) 
  • Vendel/Vesten (akin to Holland, Scandinavia) 
  • Vodacce (akin to Italy, Venice) 
  • Ussura (akin to Russia, Mongolia) 
  Characters who choose to be from the “independent” Pirate 
  Nations must still choose a Country of Origin from those above. 
  The character’s Country of Origin will affect the HP cost of 
  some Skills, Knacks and Advantages during Hero Creation. 
  GAME HINT: Also check out the Dual Nationality Advantage. 
  You might also like to check out the Nationality section of this 
  compendium, particularly if your Hero is a noble or a Sorcerer. 
  Hero Creation Summary 
  Step One: Sorcerer 
  The first step is to decide if your Hero knows Sorcery. The HP 
  cost depends on how strong your sorcerous blood is. Full 
  Blooded or Twice-blooded Sorcery costs 40 HP. Diluted Blood 
  Sorcery costs 30 HP. Half-blooded Sorcery costs 20 HP. 
  GAME HINT: Read the notes at the top of the Sorcery section of 
  this compendium carefully. Also, check out the Parlor Trick 
  Advantage. 
  Step Two: Swordsman 
  The second step is to decide if your Hero has attended a 
  Swordsman School. Training in a School from the character’s 
  Country of Origin costs 25 HP. Training from a foreign School 
  costs 35 HP. 
  GAME HINT: Also check out the Beginning Swordsman, 
  Specialty: Swordsman Knack and Trained Duelist Advantages. 
  Step Three: Traits 
  The third step is to improve your Traits. All Traits start at Rank 
  1. It costs 8 HP to increase a Trait by one Rank. Beginning Hero 
  Traits have a maximum Rank of 3 (but see the section on Traits 
  following for modifiers based on the character’s Country of 
  Origin). 
  GAME HINT: Since your Trait Rank determines the number of 
  dice you Keep when making rolls, it pays to have at least Rank 2 
  in each Trait. This also means that the Hero starts play with two 
  Drama Dice, which is extremely useful. From experience, the 
  optimal starting Hero should have at least two Traits at Rank 3, 
  however this requires spending 48 HP to achieve this—you may 
  like to carefully consider it. 
  Step Four: Destiny Spread 
  The fourth step is to determine the Destiny Spread for the 
  character (see the Destiny Spread section). This is based on the 
  character’s Country of Origin, and may provide the Hero with 
  some additional benefits (or the opposite). At this stage, the 
  Arcana available to the character will also be determined—the 
  player does not need to decide to do anything with them at this 
  stage, however (see Step Seven below). 
  Note: Characters from the Pirate Nations may choose to 
  determine their Destiny Spread from either their Country of 
  Origin or the Pirate Nations—not both. 
  Step Five: Advantages 
  The fifth step is to purchase Advantages, which give your Hero 
  unique benefits, such as heightened senses, an armed forces 
  commission or membership in some of Théah’s most exclusive 
  clubs. The cost of Advantages varies, and some Advantages may 
  not be available to your Hero, or may have some restrictions or 
  prerequisites. 
  GAME HINT: Languages are extremely important in 7th Sea. 
  Check out the Linguist and Nation Accent Advantages. Your 
  character will have an accent of some form, although if you use 
  the table listed under the Language Advantage, you are assumed 
  to come from the ‘default’ province within your Country of 
  Origin. 
  GAME HINT: You can also purchase Flaws for your Hero, which 
  will give you more Hero Points to spend on other things. 
  Step Six: Skills and Knacks 
  The sixth step is to purchase Skills and Knacks for your Hero. 
  Purchasing a Skill costs 2 HP. Increasing a Basic Knack costs 
  1 HP, while purchasing or increasing an Advanced Knack costs 
  3 HP. You may not start with any Knacks higher than Rank 3. 
  Note: Unless stated in their description, all Swordsman and 
  Sorcerous Knacks count as Advanced Knacks. 
  GAME HINT: After your Hero has been started play, both Basic 
  and Advanced Knacks cost the same number of Experience 
  Points to improve. As Advanced Knacks cost three times as 
  much as Basic Knacks to purchase at Hero Creation time, it 
  usually pays to only purchase those Advanced Knacks that you 
  absolutely need for your character before the start of play. 
  Step Seven: Finishing Touches 
  After Traits and Knacks, you have the opportunity to purchase 
  a number of optional modifiers for your Hero. 
  Backgrounds 
  These provide your Hero with lingering back stories that need 
  to be resolved. Backgrounds each cost anywhere from 1-3 HP. 
  You cannot begin with more than 4 HP invested in Backgrounds. 
  GAME HINT: also check out the Foul Weather Jack Advantage. 
  Arcana 
  The Arcana available to the character are determined as part of 
  the Destiny Spread (see Step Four above). These are the only two 
  Arcana available to the Hero—whether he chooses to take one of 
  them or not is up to the player. Arcana provide your Hero with a 
  fundamental personality trait that either helps or hinders him. 
  Arcana either cost 10 HP (for proper, or positive Arcana 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 13 
  (Virtue)), or give you 10 HP (for inverted, or negative Arcana 
  (Hubris)) back. 
  Traits 
  Every Hero starts with 1 Rank in each Trait for free. Additional 
  Ranks cost 8 HP each. There is a 3 Rank maximum allowed at 
  Hero Creation, modified by a Country of Origin bonus. This 
  bonus is applied to the appropriate Trait and costs no HP (it is a 
  free Rank). The following table gives your character’s Country 
  of Origin bonus: 
  Country of Origin Bonus Table 
  Nationality 
  Trait Bonus 
  Avalon 
  +1 Resolve 
  Castille 
  +1 Finesse 
  Eisen 
  +1 Brawn 
  Montaigne 
  +1 Panache 
  Ussura 
  +1 Resolve 
  Vendel 
  +1 to Any Trait 
  Vesten 
  +1 Resolve 
  Vodacce 
  +1 Wits 
  Example: So, if you were Avalon, and wanted a Resolve of 4, it 
  would cost you 16 HP. (1 free Rank, +1 bonus Rank, and +2 
  Ranks purchased at 8 HP each.) If you were Eisen and wanted a 
  Resolve of 4—tough luck, Eisen heroes can only start play with a 
  maximum Resolve of 3. 
  Final Details 
  Finally, after you’ve spent all of your Hero Points, you have a 
  few more blanks to fill in on your Hero sheet: Wounds, 
  Reputation, and Wealth. 
  Wounds 
  When your Hero gets cut by a sword or hit with a bullet from a 
  musket, he gets wounded. Once you’ve been damaged, you have 
  to see if something bad happens to you, or if you shrug off the hit 
  for now. This is referred to as a Wound Check. You roll your 
  Brawn with a TN equal to the Wounds you’ve taken so far in the 
  combat (including the damage you just got hit with). If you fail 
  the roll, you suffer a Dramatic Wound; otherwise nothing 
  happens, but the damage—Flesh Wounds—stays with you. 
  At the end of each battle erase all your Flesh Wounds, but not 
  Dramatic Wounds. You get to keep them for a while. 
  Example: A Hero gets hit twice in one Round. The first hit 
  causes 10 Flesh Wounds. He has a Brawn of 3, so he rolls and 
  keeps three dice. He rolls a 15, succeeding at the roll. He marks 
  down the Wounds on his Hero sheet, so he’ll remember how 
  many Flesh Wounds he’s taken so far this combat. At the end of 
  the Round he gets hit again, taking another 10 Flesh Wounds, for 
  a total of 20 Flesh Wounds (10 from the first hit and 10 from this 
  one). He rolls 15, missing his TN of 20. Now he erases all the 
  Wounds he has taken so far and writes a Dramatic Wound on his 
  Hero Sheet. 
  Dramatic Wounds 
  When you suffer a Dramatic Wound, the first thing to do is 
  erase all the Flesh Wounds you’ve suffered so far. Don’t get too 
  excited; you still have to deal with their effects. 
  First, if this Dramatic Wound brings your total number of 
  Dramatic Wounds equal to your Rank in Resolve, then all of 
  your dice rolls from now on until you manage to get some of 
  your Dramatic Wounds healed do not explode. If you take a 
  number of Dramatic Wounds equal to twice your Rank in 
  Resolve, you become Knocked Out and you’re out of the 
  combat. You’ll probably wake up in a dungeon or tied to a chair, 
  assuming no one kills you. 
  Reputation 
  As you become more famous, new opportunities become 
  available to you. Patrons approach you, servants offer to join 
  your employ, and you can command higher wages. 
  Of course, this has its attendant problems as well. Villains take 
  a dislike to anyone they see as a rising threat, obligations begin 
  to tie up your free time, and if you become famous and powerful 
  enough, your own ruler might see you as a threat and begin to 
  plot your downfall. 
  This is represented through your Reputation Points. Starting 
  characters normally begin with no Reputation Points. You may 
  obtain up to 130 Reputation Points. 
  You gain Reputation Points either when you perform heroic 
  acts in front of witnesses, or an artist dramatizes your actions in 
  some public form. The important thing here is that word of your 
  exploits spreads. Without recognition, acts that would affect your 
  Reputation Points grant you no mechanical benefit. 
  Example: Rodriguez Montello might get Reputation Points for 
  defeating a group of bandits that were terrorizing an area, as long 
  as someone saw him do it. If a poet then wrote an epic poem 
  about his accomplishment, he would gain more Reputation 
  Points, as long as the poem saw decent circulation. 
  You lose Reputation Points either when you perform dastardly 
  deeds in front of witnesses, or an artist ridicules or belittles your 
  achievements in some form that is seen by others. 
  Example: If Rodriguez were witnessed killing town guards in an 
  alley, he would lose Reputation Points. Likewise, if a playwright 
  wrote a play about him that depicted him as a bumbling fool, he 
  would also lose Reputation Points. 
  Every 10 Reputation Points grants you one Reputation die, 
  which can be used to perform Reputation Actions. These can 
  include such things as contacting important people, gaining 
  critical resources, or impressing people. 
  Just as Heroes can become famous, so can Scoundrels. If you 
  lose enough Reputation Points (dropping below 0), you will find 
  yourself gaining a certain notoriety. If you slip too far into the 
  depths of depravity, however (-30 or more), your GM is within 
  his rights to take your character away and make him an NPC, 
  unless you’ve been the victim of negative publicity and haven’t 
  actually been murdering guards and razing villages. 
  Negative Reputation Points work the same way that positive 
  ones do, but the dice gained through them are used by Villains 
  and Scoundrels to perform evil or corrupt actions (like bribing 
  people, getting accepted into various malevolent Secret 
  Societies, or intimidating others). 
  Using Reputation Dice 
  So what do you do with Reputation dice, anyway? Your 
  Reputation dice represent a number of Actions you can perform 
  in any given Scene. You may use these dice together on a single 
  Action, or split them apart into several Actions, as you wish. 
  For any Action you wish to attempt in a given Scene (see the 
  Reputation Actions Table), you may devote any or all of your 
  Reputation dice to it. The GM determines the Target Number for 
  the Action, and you roll and keep the Reputation dice you have 
  committed to the Action toward that TN. Success garners you the 
  benefits of the Action, while failure gets you nothing. 
  
  PAGE 14 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  You regain any Reputation dice you have spent at the 
  beginning of each new Act. 
  Reputation Actions Table 
  Action 
  TN Effect 
  Aid (Major) 
  30 
  Gain major aid from one neutral or allied NPC for 
  one Scene. 
  Aid (Minor) 
  20 
  Gain minor aid from one neutral or allied NPC for 
  one Scene. 
  Impress 
  None Your Reputation dice (rolled and Kept) may be 
  added to any social checks. 
  Intimidate 
  None Your Reputation dice (rolled and Kept) may be 
  added to any Social checks. 
  Martyr 
  40 
  Gain one ally (a formerly neutral or allied NPC) 
  that will risk their life for your cause if need be. 
  Recognition 
  15 
  You are recognized by a stranger you have chosen. 
  Rescue 
  25 
  NPCs work for your freedom or escape from 
  imprisonment. 
  Seduce 
  None Your Reputation dice (rolled and Kept) may be 
  added to any Social checks. 
  Automatic Reputation Effects (Optional) 
  The following effects are an optional layer to the Reputation 
  System, intended to add flavor. Your GM will tell you whether or 
  not you may use them. 
  Citation: You are awarded a citation of some sort, defined by 
  your in-game circumstances and the GM. The citation could be 
  knighthood, a medal of honor, land, or a work of art in your 
  image or about your adventures. 
  Hangers-on: You acquire a following of fans, who begin 
  approaching you for aid, money, one-night stands, and other 
  favors that they have no reason to expect from you 
  Higher Wages: For every Reputation Point, increase your 
  monthly income by one percent. 
  Membership: At long last, you have been offered a position in a 
  group or organization (probably a Secret Society) that (at least 
  roughly) matches your goals and ideology. The GM will work 
  this into the game at his convenience. 
  Menace: You attract attention from the wrong crowd, who start 
  looking for you and devoting resources to your capture or death. 
  For Heroes, this can be any number of villainous societies, while 
  for a Scoundrel it would likely be the King’s Men or magistrates. 
  Patron: You acquire a patron (or an additional patron if you 
  already have one), which may add to your existing income. 
  Effects of Reputation Points Table 
  Reputation Points 
  Effect 
  Constant 
  Higher Wages 
  Every 25 Points 
  Patron 
  At 50 Points 
  Hangers-on 
  Every 75 Points 
  Citation 
  At 100 Points 
  Menace 
  At 125 Points 
  Membership 
  Wealth 
  Wealth is very important in 7th Sea. For nobility, it is a 
  measure of their status. They require a constant flow of wealth, 
  as their peers judge them by the amount that they spend, as 
  opposed to the amount they have. Nobles of Théah wear the most 
  intricate clothes (often hand-tailored just for them), own the most 
  lavish estates and possessions, and attend (or even fund) the most 
  elaborate functions. They are the face of the social elite, but they 
  are all still held in check by their net worth; should this ever fail, 
  so will they. 
  Merchants, soldiers, explorers and other professionals of the 
  world have a more pragmatic view of money. They earn it by 
  their craft and spend it to put food in their mouths, buy clothes 
  and supplies for their trades, and provide shelter. 
  They are by no means a “middle class,” though their constant 
  hand-to-mouth lifestyle rarely allows for substantial savings. 
  Peasants and the lower classes are those for whom money is an 
  alien thing. They toil in fields, upon farms, or as servants 
  (sometimes remaining homeless) without much chance of ever 
  getting ahead. They are commonly indentured to others (perhaps 
  wealthy nobles) and have little opportunity to make life better for 
  their young in future years. They are the lowest social class in 
  Théah. 
  Consequently, the level of income your Hero has is very 
  important to his concept. Several Knacks and Advantages exist 
  that allow for additional wealth for beginning Heroes. In the 
  following paragraphs, we’ll show you how to calculate your 
  starting money. 
  The Basics 
  First and foremost, it is important to note that, barring unusual 
  circumstances (like being shipwrecked on a remote island or 
  being stranded in far Ussura), all of your daily needs are 
  accounted for. No Hero Points must be spent to cover basic food, 
  shelter, and maintenance of holdings, such as homes and noble 
  estates. Any additional money garnered through profession, 
  patrons, and such is excess that can be spent however you like. 
  Determining Hero Wealth 
  Your starting money is equal to your monthly income 
  multiplied by three. All Heroes are also assumed to start out 
  with a set of clothes and a single weapon of their choice. If they 
  wish to purchase more, they must use their starting money. You 
  can find things to buy with all this money in the Equipment 
  section of these rules. 
  While some Advantages may provide you with an income, 
  generally you may only buy into initial wealth through one of the 
  following avenues: 
  Wealth Table 
  Profession 
  Type of Wealth 
  Those with the Noble Advantage (not 
  Sorcery) 
  Nobility 
  Artists, Performers, and Scholars 
  Patron 
  Merchants, Tradesmen, and Specialists 
  Profits 
  Servants, Priests, and Soldiers 
  Salary 
  Everyone Else 
  1 die (explodes) of 
  Guilders 
  Your GM has additional information about administering 
  wealth and governing the monetary aspect of 7th Sea campaigns. 
  Note also that the Inheritance Advantage can be purchased in 
  addition to any monies gained through a Hero’s profession. 
  Nobility (Nobles) 
  Heroes who purchase the Noble Advantage are members of a 
  royal family of their nation with good standing. This is different 
  than simply purchasing Sorcery. 
  Heroes who purchase Sorcery, but not the Noble Advantage, 
  have lost their good standing in the family, or their family has 
  lost its good standing in society, or perhaps the Hero was a 
  bastard child. 
  Noble Heroes have access to a great deal of resources. For the 
  initial points they spend on the Noble Advantage, they are 
  considered to have a single manor house, complete with staff and 
  a small population of serfs who work the land (see the Noble 
  Advantage description for more details). The Hero is responsible 
  for the protection and welfare of the peasants who work his land 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 15 
  and is also responsible for taxing them. If you wish to go into 
  greater detail about the management of your land, use the Land 
  Management rules (described under the Noble Advantage). 
  Otherwise, the manor house is considered to make 500 Guilders 
  a month for the noble, above and beyond the cost of its 
  maintenance, which he may spend however he likes. 
  Patrons (Artists, Performers, and Scholars) 
  When you’re talented and don’t have any money, what do you 
  do? You find a patron! In 7th Sea, you buy the Patron Advantage 
  to do that. Patrons are wealthy individuals who sponsor 
  struggling artists, poets, playwrights, swordsmen and rogues. 
  How many points you spend on the Patron Advantage 
  determines how wealthy your patron is, and how willing he is to 
  spend some of that wealth on you. Determine your Patron’s 
  Wealth and Generosity (according to the number of HP invested 
  in the Patron Advantage) below: 
  Wealth 
  1 HP: 10 Guilders 
  2 HP: 20 Guilders 
  4 HP: 40 Guilders 
  Generosity 
  1 HP: Once per month 
  2 HP: Twice per month 
  4 HP: Once per week 
  Remember, your patron’s money isn’t your money. And so 
  many patrons are actually rich, snotty nobles who are so easy to 
  offend… 
  Profits (Merchants, Tradesmen, and other 
  Specialists) 
  Every professional (including merchants and craftsmen) 
  acquires profits from his or her labors, which can take the form 
  of commissions, proceeds from craft sales, or other business 
  practices. You must buy the Membership: Merchant Guilds 
  Advantage in order to draw income from this source. 
  At the end of each month, the Guildsman rolls a number of 
  dice equal to his Rank in his chosen professional Knack 
  (Blacksmith, Cooper, Carpenter, etc.), keeping two of them. The 
  total generated by this roll is his income for the month in 
  Guilders. 
  Salaries (Servants, Priests, and Soldiers) 
  Then there are the people who live month to month, relying 
  upon their regular wages to survive. These Théans receive 
  regular compensation for services rendered, rarely creating 
  anything in the process. There are three basic salaried careers in 
  Théah: 
  Soldiers: Both land- and sea-based soldiers receive monthly 
  salaries according to their military rank. In order to draw income 
  from this source, you must buy the Commission Advantage (see 
  the rank descriptions under the Commission Advantage for 
  details of the salary received per month). 
  Priests: Heroes with the Ordained Advantage receive 30 
  Guilders per month. 
  Servants: For every Rank in their highest Servant Basic Knack, 
  they receive one Guilder per month. They receive ten times their 
  monthly income instead of the usual three times monthly income, 
  since they have less to spend their money on. 
  Investment 
  The Vendel know that it takes money to make money. They 
  regularly invest in companies and expeditions to turn a profit. 
  They obtain real estate and develop it to improve its value. The 
  Vendel also know that high risks can yield higher returns. 
  At the beginning of a Story, a PC can invest any amount of 
  money that he has on hand into an enterprise. if you choose to do 
  so, you specify the amount invested, and the degree of risk (Low, 
  Moderate, or High) involved. You may want to specify the nature 
  of the investment—a store, a merchant ship, a piece of land, 
  etc.—as well (clear any details with the GM). Roll a single 
  exploding die and add your Wits+Accounting to the roll. Vendel 
  Heroes add 1 to their result. Then consult the Investment Table to 
  see what that investment is worth at the end of the Story. 
  Investment Table 
  Roll 
  Low Risk 
  Moderate Risk 
  High Risk 
  1-2 
  -10% 
  -50% 
  -100% 
  3-4 
  -5% 
  -25% 
  -50% 
  5-6 
  No change 
  -10% 
  -25% 
  7-8 
  No change 
  No change 
  -10% 
  9-10 
  No change 
  No change 
  -5% 
  11-12 
  +5% 
  +5% 
  No change 
  13-14 
  +5% 
  +5% 
  +5% 
  15-16 
  +5% 
  +10% 
  +10% 
  17-18 
  +10% 
  +10% 
  +15% 
  19-20 
  +10% 
  +15% 
  +20% 
  21+ 
  +10% 
  +15% 
  +25% 
  At the end of a Story, you may cash in some or all of your 
  investment or keep your money invested. if you keep the money, 
  you start the next Story with an investment equal to whatever the 
  investment would have been worth had you cashed it in. You can 
  also invest in a new enterprise at the start of that Story. If you 
  cash in, you get guilders equal to the current value of the 
  investment Your investment in that enterprise is reduced to the 
  amount you leave invested in it, and carries over to the next 
  Story as described previously. You are allowed to put more 
  money in an existing investment at the start of a new Story. Roll 
  individual results for each investment 
  Example: You invest 100G in a high-risk venture. At the end of 
  the Story, your roll result is a 5, which indicates that the 
  investment has lost 25% of its value and is now worth 75G. You 
  decide to take 25G out of that investment You begin the next 
  Story with 25G to invest and an existing investment of 50G in a 
  high-risk venture. You decide to put the 25. into another high-
  risk enterprise, giving you a total of 75G invested in 2 
  businesses. At the end of this Story, you will roll once for each 
  investment. 
  Alternative Heroes 
  Sidhe Heroes 
  Certain players may be intrigued by the idea of portraying a 
  Sidhe as a Hero. While the Fae represent a potentially 
  unbalanced element in any party, if portrayed properly, they can 
  make a fascinating addition to any troupe. But they must be 
  handled carefully, lest they dominate play and/or create too much 
  conflict within the party. Sidhe Heroes won’t be immortal and 
  won’t have many of the terrifying powers that their brethren do. 
  Playing one just to be an unstoppable god isn’t going to work. 
  Similarly, using the Sidhe as some sort of gimmick just to make 
  an interesting character will lose much of its charm after just a 
  short while. But if the player is mature enough to handle an 
  utterly alien Hero and wants to explore a different aspect of 
  Théah, a Sidhe might be the perfect solution. 
  The Goodly Folke are not human and never were. They have a 
  particular way of looking at things and can’t understand real 
  emotions. They can fake emotion, and obey certain rules that 
  
  PAGE 16 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  give the impression of human thought patterns, but otherwise 
  have no true connection to the mortals they emulate. 
  Player-controlled Sidhe are unique beings—trapped between 
  the Seelie home by Bryn Bresail and the mortal world which 
  they now tread. All Sidhe Heroes have lost contact with Bryn 
  Bresail somehow, severed from their fellows. The Queen calls 
  them “Fallen,” a slight differentiation from the “Unforgiven” 
  Unseelie. Some were banished, like the Unseelie, for a real or 
  imagined crime. Others tampered with magic even more 
  powerful than their own and paid the price. A few even 
  experienced something all Sidhe dream of and none ever 
  realize—a true, genuine human emotion. Once the mortal world 
  touched them, they became bound to it and left Bryn Bresail lest 
  they “infect” their brethren. 
  Whatever the reason, the Hero has been severed from his 
  ancient homeland and must now make his way in the world of 
  mortals. Immortality is now denied him, and while he still ages 
  inhumanly slowly, the cold grip of death will eventually claim 
  him. Gone too is his invulnerability to mortal weapons. 
  Gunpowder and steel now affect him as they would any other 
  mortal. Finally, the psychological trauma at being banished from 
  his homeland takes a considerable toll. He has to deal with a new 
  and frightening land while struggling with intense emotions that 
  are now as real to him as any mortal’s. The player should 
  develop a background for the Hero based on these factors, and 
  come up with reasons for the Sidhe to be where he is now. 
  Because of its fall from grace, a Sidhe Hero sees things a little 
  differently than others of its kind. The Fae are immortal; aging 
  and death are nonexistent in their kingdom. The Hero has just 
  had that taken away from him and now must deal with the 
  ramifications. Imagine a being who has lived for millions of 
  years with no concept of time, decay, or permanent change. 
  Suddenly he feels his body decaying bit by bit, and must depend 
  on beings with the lifespan of mayflies for his very survival. As 
  these new sensations wash over him, he’ll still lack the 
  fundamental emotional experiences that define human beings, 
  denying him a foundation to deal with his new condition. 
  The exact result varies from Sidhe to Sidhe. Some see it is a 
  grand adventure—something none of their kin will ever have. 
  Others wallow in the pathos of their condition, or transform it 
  into an epic tragedy with themselves at the center. Whatever the 
  case, they live suspended between two worlds: they are no longer 
  Sidhe, but they can never be truly human. It affects every aspect 
  of their lives. 
  Players may portray any style of Sidhe they wish, from an 
  inhumanly beautiful Lord or Lady to a sinister but mischievous 
  goblin. If they don’t wish to use a template, they can create their 
  own, using any physical form they wish. Creative players may 
  want to come up with habits for their Hero, and maybe even a 
  legend based around who he was before his fall. Perhaps he 
  haunted an orchard in a specific village, or maybe he’s known for 
  carrying children off every full moon. A few local stories about 
  the Sidhe and some permanent habits based on his “previous 
  life” can go a long way toward establishing the character. 
  Mechanics 
  Sidhe Heroes gain marvelous abilities unknown to their human 
  counterparts, but there is a price to be paid. These rules describe 
  the advantages and disadvantages that every “Fallen” Sidhe must 
  deal with. 
  Only one Sidhe Hero should be allowed in a party at any time. 
  All Sidhe Heroes are considered Seelie; no player may begin 
  with Unseelie Hero, and aspiring to become an Unforgiven is 
  grounds for removing the character from the campaign. 
  Hero Points 
  Sidhe Heroes get 100 HP, the same as mortal Heroes. 
  Traits 
  Sidhe Heroes begin the game with their Traits at Rank 2, 
  instead of Rank 1. Also, Sidhe Heroes are considered to have the 
  Legendary Trait Advantage in all Traits. 
  Skills and Knacks 
  Sidhe Heroes have access to any Skills, except for the 
  following: Criminal, Crossbow, Dirty Fighting, Doctor, Firearms, 
  Heavy Weapon, Merchant, Panzerhand, Polearm, Pugilism, 
  Scholar, Servant, Streetwise, Swordsman Schools, Wrestling, 
  plus any Skills that have other Restrictions that the Sidhe Hero 
  cannot meet. Sidhe Heroes also cannot pursue any Knack that is 
  represented within these prohibited Skills, even if it is included 
  in another Skill otherwise available to the character. 
  Advantages 
  Sidhe Heroes may not purchase any Advantages. However, 
  they automatically gain the following Advantages at Hero 
  Creation: 
  • Appearance (10 points) and Dangerous Beauty 
  • Combat Reflexes or Keen Senses 
  • Large or Small 
  • Sidhe Blood (Curses): Iron Vulnerability, Running Water and 
  Gifts 
  • Sidhe Blood (Blessings): Slow Aging and Immunity to 
  Disease, and Smell Glamour 
  A Sidhe Hero may begin with Sidhe Weapons, discounted in 
  the same way as Heroes with Sidhe Blood Advantage (-1 HP 
  cost). Sidhe Heroes may have up to 10 HP of such equipment. 
  Drama Dice 
  Sidhe Heroes do not have Drama Dice. The only way a Sidhe 
  may have a Drama Die is if he is given one by another Hero via a 
  game effect (such as a Virtue or through Sorcery). 
  Arcana 
  Sidhe Heroes cannot purchase Arcana, nor can they use Drama 
  Dice to activate a Villain’s Arcana. They also do not have a 
  Destiny Spread. 
  Sorcery 
  Sidhe Heroes 
  may 
  not purchase any 
  Sorcery; they 
  automatically possess Glamour as if they were Full-Blooded 
  (which in fact they are). Sidhe Heroes do not spend any Hero 
  Points purchasing this level of Sorcery. They receive 7 Sorcery 
  Points to spend on Sorcerous Knacks. Additional Sorcerous 
  Knacks can be bought up during game play as usual. 
  While those Sidhe that have not "fallen" remain pure to the 
  Glamour, their powers only work while within Avalon. Sidhe 
  Heroes, now being mortal, have had their powers reduced to an 
  equivalent (although still high) mortal standard. Their Sidhe 
  Blood still holds strong, however. All Sidhe Heroes can achieve 
  Rank 6 in any Glamour Knacks they have learned, although the 
  Hero Creation limitations of Rank 3 still apply. 
  All Sidhe Heroes start with 10 Reputation Points, which gives 
  them one Reputation die. Sidhe Heroes begin the game with a 
  number of Glamour dice equal to their Reputation dice plus their 
  highest Trait (rather than just their Reputation dice alone, like 
  other Glamour mages). The power of the Sidhe, and the power of 
  their Glamour, is strongest in Avalon. All Sidhe Heroes gather 
  this to them, giving them an extra Glamour die per Mastery 
  Level (Apprentice = 1 die, Adept = 2 dice, Master = 3 dice), 
  when within the borders (and waters) of the Triple Kingdoms. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 17 
  Sidhe Heroes do not gain Glamour dice in the same way mortal 
  Heroes gain Drama Dice. However, remember that Glamour dice 
  are not Drama Dice; they cannot be used to activate a Villain’s 
  Hubris and do not turn into Experience Points if unused. 
  Repartee 
  Sidhe Heroes are especially vulnerable to the effects of 
  Repartee. Characters who use Repartee against Sidhe Heroes 
  gain a bonus of two unkept dice to their Repartee Actions. 
  
  PAGE 18 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  NATIONALITY 
  Some nations have separate rules affecting Heroes originating 
  from that County of Origin. All Heroes originating from a 
  specific nation or region begin play with the General Heritage, if 
  listed. In some instances there are also Other Heritages, 
  randomly generated by rolling a die, or chosen. Or in other cases 
  there are no special rules at all, or alternatives for Heroes with 
  specific Advantages, such as the Noble Advantage. 
  Castille 
  Noble Families 
  Castillian Noble Heroes should choose a paternal and maternal 
  family, and apply the game effects of each, listed below. Only 
  Heroes with the Noble Advantage can be from a noble family. 
  Note that Heroes who purchase the Noble Advantage and choose 
  to belong to one of the lesser families should either choose an 
  appropriate family from the list [CA:31], or work with the GM to 
  create an original family of their own (with a similar flavor to 
  those below). 
  The Aldana Family 
  Paternal: Noble Heroes whose father is Aldana pay only 22 HP 
  to purchase the Aldana Swordsman School during Hero 
  Creation, but they may not purchase the Criminal Skill under any 
  circumstance. 
  Maternal: Noble Heroes whose mother is Aldana receive the 
  Courtier Skill for free. However, when using Repartee actions 
  against members of the Gallegos Family, their TN is increased 
  by +5. 
  The Gallegos Family 
  Paternal: Noble Heroes whose father is Gallegos pay only 
  22 HP to purchase the Gallegos Swordsman School during Hero 
  Creation, but they may not purchase the Streetwise Skill under 
  any circumstance. 
  Maternal: Noble Heroes whose mother is Gallegos receive a 
  Free Raise when using Sorcerous Knacks, but they have -2 
  fewer Reputation dice while in Castille. 
  The Ochoa Family 
  Paternal/Maternal: Heroes from the Ochoa Family may not 
  purchase the Noble Advantage under any circumstance. 
  The Orduño Family 
  Paternal: Noble Heroes whose father is Orduño receive the 
  Sailor Skill for free, but they may not purchase the Hunter Skill. 
  Maternal: Noble Heroes whose mother is Orduño receive a –
  2 HP discount (to a minimum of 1 HP) when purchasing the 
  Commission Advantage. However, they receive –50G less 
  income each month. 
  The Soldano Family 
  Paternal: Noble Heroes whose father is Soldano pay only 22 HP 
  to purchase the Soldano Swordsman School during Hero 
  Creation, but they may not purchase the Servant Skill under any 
  circumstance. 
  Maternal: Noble Heroes whose mother is Soldano receive +1 
  Free Raise when using Repartee actions, but they also receive 
  -100G less income each month. 
  The Torres Family 
  Paternal: Noble Heroes whose father is Torres pay only 22 HP 
  to purchase the Torres Swordsman School during Hero Creation, 
  but they may not purchase the Dirty Fighting Skill under any 
  circumstance. 
  Maternal: Noble Heroes whose mother is Torres receive free 
  3 point Dispossessed Background and an extra 100G starting 
  money, but they must purchase a Hubris (Arcana) and only 
  receive 6 HP for it (instead of the usual 10 HP). 
  The Zepeda Family 
  Paternal: Noble Heroes whose father is Zepeda pay only 22 HP 
  to purchase the Zepeda Swordsman School during Hero 
  Creation, but they may not purchase the Performer Skill under 
  any circumstance. 
  Maternal: Noble Heroes whose mother is Zepeda receive the 
  Priest Skill for free and receive 12 HP if they take the 
  Overzealous Hubris (Arcana), but they may not take a Virtue 
  under any circumstance. 
  Eisen 
  Provinces 
  Eisen Heroes should choose one of the following provinces 
  (you may have done this already as part of selecting your Eisen 
  Accent—see the Eisen Accent Advantage for details), and 
  generate both a General and Other Heritage for their character 
  accordingly. 
  Fischler 
  People from Fischler have lived all their lives near the 
  Südlache and the Schwartzen Walden. It’s hard to grow up in this 
  area without learning how to sail a riverboat or how to pick your 
  way through the woods. However, it’s also difficult not to 
  acquire a certain respect for the darker places of the world. 
  General Heritage: When making Fear checks, your TN is 
  always 5 higher than normal. The cost of all abilities that allow 
  you to ignore Fear (even temporarily) are increased by 2 HP. 
  Other Heritage: Roll 1D10 once on the following table: 
  1-4 
  You gain the Riverboat Pilot Skill for free 
  5-8 
  You gain the Hunter Skill for free 
  9-0 
  You gain the Keen Senses Advantage for free 
  Freiburg 
  People from Freiburg lead fairly cosmopolitan lives. They are 
  exposed to many different languages and experiences, which in 
  turn, makes them more tolerant than those Eisen from the 
  backwoods. 
  General Heritage: See the Eisen Accent Advantage for the 
  linguistic benefits of a Freiburg heritage. You are unable to take 
  the Hunter Skill, and all your Civil Knack rolls have their TN 
  increased by 5 when you are not in a city. 
  Other Heritage: Roll 1D10 once on the following table: 
  1-4 
  You receive 3 HP worth of languages for free 
  5-8 
  You gain the Combat Reflexes Advantage for free 
  9-0 
  You gain the Scoundrel Advantage for free 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 19 
  Hainzl 
  Many Eisen from this königreich are small and nimble, just 
  right for squeezing through tight tunnels and caves. In addition, 
  the enormous wealth that flows through Hainzl often trickles 
  down to even the poorest bauer. However, there seems to be 
  some sort of curse on the area that inflicts occasional mishaps on 
  its inhabitants. 
  General Heritage: Whenever more than one of your dice 
  explode during a single roll, your GM receives a Drama Die that 
  may only be used against you. 
  Other Heritage: Roll 1D10 once on the following table: 
  1-4 
  You gain the Small Advantage for free 
  5-8 
  You gain the Merchant Skill for free 
  9-0 
  Your monthly income is increased by 25% 
  Heilgrund 
  Heilgrund natives are extremely proud of their ancient position 
  as the seat of the nation. Heilgrund has always been the source of 
  many of Eisen’s Heroes and great warriors, not to mention the 
  national headquarters of the Vaticine Church. Unfortunately, 
  many citizens of this königreich have lately been assailed by a 
  strange wasting disease. 
  General Heritage: You always have 5 Flesh Wounds that never 
  go away. You may have more Flesh Wounds than this, but you 
  will never have less. 
  Other Heritage: Roll 1D10 once on the following table: 
  1-4 
  You gain the Ordained Advantage for free 
  5-8 
  You gain the Citation Advantage for free 
  9-0 
  You gain the Commander and Ride Skills for free 
  Pösen 
  Pösen has a long tradition of military preparedness. Even the 
  lowliest bauer stands a good chance of being trained with one or 
  more weapons. Of course, this gives them a reputation as 
  warmongers, but if war comes again to Eisen, they’ll be ready. 
  General Heritage: You always receive one fewer Reputation die 
  than normal (minimum of zero). 
  Other Heritage: Roll 1D10 once on the following table: 
  1-4 
  You gain the Academy Advantage for free 
  5-8 
  You gain the Heavy Weapon Skill for free 
  9-0 
  You gain the Firearms Skill for free 
  Sieger 
  Those Eisen from Sieger are among the strongest and hardiest 
  in all the nation. They are also famous for the excitement that 
  seems to follow them wherever they go. Of course, this doesn’t 
  necessarily make people happy to see them coming. 
  General Heritage: You may not buy a Virtue, and you must take 
  a Hubris, which only gives you 5 HP (instead of the usual 
  10 HP). 
  Other Heritage: Roll 1D10 once on the following table: 
  1-4 
  You gain the Large Advantage for free 
  5-8 
  You gain the Toughness Advantage for free 
  9-0 
  You gain the Foul Weather Jack Advantage for free 
  Wische 
  The people of Wische are the most devastated by the War of 
  the Cross. Scarcely any of them survived the experience 
  unscarred, and even those who never suffered any trauma know 
  someone close to them who has. To make matters worse, many 
  of them lost their savings to looting soldiers or marauders. 
  General Heritage: You receive no starting income, and your 
  monthly income is reduced by 25%. 
  Other Heritage: Roll 1D10 once on the following table: 
  1-4 
  You gain a 3-point Orphaned Background for free 
  5-8 
  You gain a 3-point Lost Love Background for free 
  9-0 
  You gain a 3-point Waisen Dependent Background for 
  free 
  Montaigne 
  Noble Families 
  The game effects of being from a specific noble family are 
  listed below. Only Heroes with the Noble Advantage can be from 
  a noble family. 
  The Montaigne Family 
  General Heritage: [NPC-only] This is the ruling family. 
  Because of the extremely powerful game benefits that members 
  of this family receive, players cannot choose for their Heroes to 
  be from this family. 
  Allais du Crieux 
  General Heritage: Noble Heroes who belong to the Allais 
  family receive an extra income of 100G per month, but they 
  receive two fewer Reputation dice (minimum of 1) when at court 
  in Charouse, limiting their success as Courtiers. 
  Flaubert du Doré 
  General Heritage: Noble Heroes who belong to the Flaubert 
  family receive an extra income of 150G per month, but they 
  receive one fewer Reputation die (minimum of 1) when in 
  Montaigne. 
  Riché du Paroisse 
  General Heritage: Noble Heroes who belong to the Riché 
  family receive the Small Advantage for free, and receive 12 HP 
  if they choose the Hot-headed Hubris as their Arcana (which 
  they may always do even if their Destiny Spread says otherwise). 
  However, they must pay 12 HP to choose the Self-controlled 
  Virtue, they receive 100G less income per month, and their 
  Brawn maximum is reduced by 1 (to 4, in most instances). 
  Leveque d’Aur 
  General Heritage: Noble Heroes who belong to the Leveque 
  family are immune to taxes and tariffs of all sorts while in 
  Montaigne. In addition, they receive the Academy Advantage for 
  free. However, each Civil Skill they purchase costs them 3 HP at 
  Hero Creation, and 15 XP thereafter. Finally, because of their 
  martial skill and privilege, l’Empereur tends to keep a close eye 
  on their affairs. 
  Duboise du Arrent 
  General Heritage: Noble Heroes who belong to the Duboise 
  family may purchase the Friendly Virtue for 5 HP (even if their 
  Destiny Spread says otherwise). In addition, they receive one 
  Free Raise when performing Reputation Actions in Montaigne. 
  However, they receive only 5 HP if they take the Proud Hubris, 
  and in any event, it costs them 3 HP to purchase Martial Skills at 
  Hero Creation, and 15 XP thereafter. 
  Valroux du Martise 
  General Heritage: Noble Heroes who belong to the Valroux 
  family may learn the Valroux style of fighting (see the Valroux 
  School) for 20 HP. In addition, they always receive one Free 
  Raise when performing a Taunt or Intimidate Action against 
  other Montaigne. 
  
  PAGE 20 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  On the other hand, their other Reputation Actions have their 
  TN raised by 5 while in Montaigne, and they must purchase 
  Montaigne Swordsman Schools besides Valroux as if they were 
  from another country. 
  Bisset du Verre 
  General Heritage: Noble Heroes who belong to the Bisset 
  family receive 12 HP if they take the Greedy Hubris (which they 
  may always do so even if their Destiny Spread says otherwise), 
  and receive an extra 125G in income each month. 
  However, they must pay 12 HP for the Altruistic Virtue, and 
  should the war end, they will not only lose the 125G a month 
  bonus income they receive, but an additional 50G each month 
  besides. 
  Étalon du Toille 
  General Heritage: Noble Heroes who belong to the Étalon 
  family pay only 5 HP is they choose a Virtue as their Arcana. 
  However, they receive no points if they take a Hubris as their 
  Arcana. In addition, they receive a +1 maximum increase to their 
  Brawn instead of the normal Montaigne bonus of +1 to Panache. 
  As might expected from such men of honor, all Étalons give 
  half their monthly income to charity. 
  Praisse du Rachetisse 
  General Heritage: Noble Heroes from the Praisse family with 
  Porté Sorcery receive two extra points in their Porté Sorcerous 
  Knacks during Hero Creation. However, they receive 5 HP less 
  (95 HP, instead of the normal 100 HP) and canines take an 
  instant dislike to them, snarling or attacking if the opportunity 
  presents itself. Praisse Heroes who do not take Porté Sorcery do 
  not receive the extra Sorcerous Knacks, nor do they suffer a 
  5 HP penalty or the enmity of canine. 
  Rois et Reines du Rogné 
  General Heritage: Noble Heroes who belong to the Rois et 
  Reines family may take the Membership (Musketeers) 
  Advantage for free, However, if they do so, they must then select 
  a Hubris for their Arcana (chosen from their Destiny Spread), for 
  which they receive only 8 HP (instead of the usual 10 HP). 
  Gaulle dul Motte 
  General Heritage: Noble Heroes who belong to the Gaulle 
  family are unable to learn the Courtier Skill, and lose one 
  Reputation die (to a minimum of zero) when they are in any 
  major Montaigne city. However, they receive the Scholar Skill 
  for free and, due to their familiarity with the unnatural beings 
  near their home, receive two Free Raises when rolling to resist 
  Fear effects. 
  Sices du Sices 
  General Heritage: Noble Heroes who belong to the Sices family 
  always receive one Free Raise when using the Repartee 
  system—whether defending against it or using it themselves. 
  When they spend Drama Dice while using the Repartee system, 
  they receive two Kept dice for every Drama Die they spend. 
  However, every two Drama Dice spent to augment a Martial 
  Skill add only one Kept die to the roll. 
  Michel du Gloyure 
  General Heritage: Noble Heroes who belong to the Michel 
  family may never purchase Sorcery of any sort. In addition, they 
  receive 75G less income per month. On the bright side, Sorcerers 
  attempting to use a Sorcerous Knack directly against a Michel 
  suffer a two unkept dice penalty. 
  Deneuve du Surlign 
  General Heritage: Noble Heroes who belong to the Deneuve 
  family receive the Servant Skill for free. In addition, their Gossip 
  Knack is considered one Rank higher (maximum of 6) when in 
  Paix. However, the TNs of their Reputation Actions are 
  increased by 5 when targeting Montaigne nobles. 
  Vodacce 
  Noble Families 
  The game effects of being from a specific noble family are 
  listed below. Only Heroes with the Noble Advantage can be from 
  a noble family. 
  Bernoulli 
  General Heritage: Noble Heroes who belong to the Bernoulli 
  family must purchase the Scholar skill at Hero Creation, and 
  must spend at least an extra 5 HP on Scholar Knacks. They 
  always receive one Free Raise when researching or using a book-
  learned Scholar Knack (Astrology, Mathematics, Sciences). 
  Caligari 
  General Heritage: Noble Heroes who belong to the Caligari 
  family may purchase the Foul Weather Jack Advantage for 3 HP. 
  In addition, their monthly income is increased by 75G, due to 
  their patriarch’s constant need to send them on dangerous 
  missions. However, they must also take a 2-point Defeated 
  Background, attached to the Villanova’s insult to their family 
  name. 
  Falisci 
  General Heritage: Noble Heroes who belong to the Falisci 
  family gain one Free Raise when trying to manipulate others. In 
  addition, they receive 12 HP is they take the Arrogant Hubris 
  (which they may always do so even if their Destiny Spread says 
  otherwise), but they must pay 12 HP for any Virtue. Finally, they 
  are compulsive gamblers, and must make Resolve [15] rolls to 
  resist a bet. 
  Lucani 
  General Heritage: Noble Heroes who belong to the Lucani 
  family with Sorte Sorcery receive two extra points of Sorte 
  Sorcerous Knacks during Hero Creation. However, they receive 
  5 HP less (95 HP, instead of 100 HP) for Hero Creation, and they 
  may never use their sorcery to directly aid themselves or another 
  member of the Lucani family. Lucani Heroes who do not take 
  sorcery do not receive the extra Sorcerous Knacks, nor do they 
  suffer the 5 HP penalty. 
  Mondavi 
  General Heritage: Noble Heroes who belong to the Mondavi 
  family may purchase the Ambrogia style of fighting (see the 
  Ambrogia Swordsman School) for 20 HP. They must take a 
  Hubris (chosen from their Destiny Spread), for which they 
  receive only 8 HP (instead of the usual 10 HP). 
  Vestini 
  General Heritage: Noble Heroes who belong to the Vestini 
  family receive the Above Average Appearance Advantage for 
  free. However, they must take the Hedonistic Hubris (even if 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 21 
  their Destiny Spread says otherwise) for their Arcana, for which 
  they receive only 8 HP (instead of the usual 10 HP). 
  Villanova 
  General Heritage: Noble Heroes who belong to the Villanova 
  family receive two extra Reputation dice when at court in 
  Vodacce, but must purchase a 3-point Nemesis Background, 
  representing the Vaticine Church’s resentment against the family. 
  
  PAGE 22 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  DESTINY SPREAD 
  Fate Witches have a particular form of reading they use to give 
  their querent a general idea of what his destiny is like. They use a 
  five-card spread from the Sorte (Tarot) deck, laid out in a cross 
  formation, to accomplish this. 
  • The first card is the querent’s Strength. This embodies his 
  most noble quality. 
  • The second card is the querent’s Weakness. This shows his 
  greatest flaw. 
  • The third card is the querent’s Past. This shows an important 
  event that helped make him who he is. 
  • The fourth card is the querent’s Present. This shows his 
  current situation. 
  • The fifth card is the querent’s Future. This shows him an 
  important event that is fast approaching in his life that he 
  should be prepared for. 
  Normally, the first and second cards are selected from the 
  Greater Arcana, while the other three cards are selected from the 
  two suits from the Minor Arcana that are the most significant to 
  the querent. Fate Witches traditionally leave the Court Cards out 
  of these readings, since they signify events that cannot be 
  controlled. 
  The Destiny 
  Spread in Hero Creation 
  To use this system properly, you need a Tarot deck, preferably 
  the Rider-Waite edition. If you don’t have access to a Tarot deck, 
  then an alternative determination method using dice is given 
  below. 
  Perform this reading right after assigning Traits and Nationality 
  to your Hero, but before assigning anything else. Separate out the 
  Major Arcana, shuffle them, and put them in one pile. Next, pull 
  out the two suits that are most significant to your Hero’s Country 
  of Origin (see the specific sections for each nation below), 
  leaving out the Page, Knight, Queen, and King cards. Shuffle the 
  two relevant suits together into a pile. Next, lay out the Destiny 
  Spread, in a cross formation, from bottom (Strength), to middle 
  (Weakness), then from left (Past), to top (Present), then to right 
  (Future). 
  Each Virtue and Hubris corresponds to a Major Arcana Tarot 
  card (see the Arcana section in this Compendium). If your Hero 
  possesses an Arcana, you may choose to skip the draw for 
  Strength/Weakness and either choose an Arcana, or choose not to 
  have an Arcana. In the latter, you may not go back and choose an 
  Arcana later—this is your only chance for one. If you choose to 
  run with Fate, then you must first choose to focus on either your 
  Strength or your Weakness. If you choose your Strength, your 
  Hero gains the Virtue corresponding to that card, and you pay 
  10 HP for performing the Destiny Spread. If you choose your 
  Weakness, your Hero gains the Hubris corresponding to that 
  card, and you gain 10 HP to build your Hero with. You will 
  therefore end up with one of the following: 
  • No Arcana at all 
  • An Arcana (Virtue or Hubris) chosen by you 
  • An Arcana (Virtue or Hubris) determined by card draw 
  If you don’t have a Tarot deck, and you desire a randomly 
  drawn Arcana, you will have to determine whether you wish to 
  have a Virtue or Hubris, reducing or increasing your Hero Point 
  total accordingly, then the GM will make the draw for you 
  randomly before start of play. 
  To reiterate, after this stage, you cannot go back and select or 
  reselect Arcana, nor can you change your Arcana once chosen or 
  randomly drawn. This is the only point in Hero Creation where 
  you can gain a Virtue or a Hubris. 
  Finally, consult the Past, Present, and Future charts to see what 
  your Hero gained (or lost) from those draws. These are always 
  determined at random, either via card draw (if you have a Tarot 
  deck) or by using the Alternative Destiny Draw Method below. 
  Alternative Destiny Draw Method 
  If you don’t have a Tarot deck, it’s hard to determine your 
  Strength or Weakness at random: simply select one, or have your 
  GM select one. Since this only applies to Heroes choosing an 
  Arcana, it can be over-looked if you don’t envisage a Virtue or 
  Hubris for your Hero. 
  For results from the Past, Present, and Future charts, roll two 
  non-exploding dice on each. The first die denotes the suit: 
  odd=the first suit given for that nation, even=the second suit 
  given. The second die is used to determine the card number, from 
  one (Ace) through ten. 
  Example: Castille favors Cups and Swords as their Destiny 
  suits. When determining a Hero’s Past, a roll of 6 on the first die 
  would indicate that the Hero’s Past was chosen from the Swords 
  suit. A second die result of 4 would mean that the Hero’s Past 
  was the Four of Swords. 
  Avalon 
  The people (and Heroes) of Avalon use the suits of Cups and 
  Staves: Cups because Avalon is a land of deep and passionate 
  myth, and Staves because its people hold fast to the ties between 
  family and liege-lord. 
  The Past 
  These cards reveal the events that brought the Hero to his 
  present position in the skein. In Avalon the past very much lives 
  on in the present, and these doings will certainly affect the 
  Hero’s future… 
  Cups/Odd 
  Ace (One) of Cups: Once when playing in the woods near your 
  home as a youth, you met a young girl who became your 
  playmate. You never knew her family or where she lived, but she 
  always found you when you left your home. As you grew up the 
  two of you fell in love and became lovers… that’s when she told 
  you her secret. She is a Seelie, and every day you remain lovers 
  you risk the wrath of the Queen of the Sidhe. You receive a 3 
  point Sidhe Lover Background for free. 
  Two of Cups: Since before you were born, your parents swore 
  that you would be married to the child of their close friends. As 
  you grew to know her, you fell in love. It was to be a memorable 
  event; even the Goodly Folke gave their blessing to this beautiful 
  union. Unfortunately, a beautiful Unseelie swept through your 
  lives, stealing her love away. You receive a 3 point Lost Love 
  Background for free. 
  Three of Cups: In your veins runs the blood of the Sidhe. 
  Unfortunately, your family fell out of favor with them sometime 
  before you were born. You receive a 2 point Sidhe Blood 
  Advantage, but you may only choose a Curse. You do not receive 
  any extra points for the Curse. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 23 
  Four of Cups: In your youth, you learned all about the Sidhe, 
  and how to appease them. But your quick mind and sharp wit 
  also attracted the attention of a traveling priest, who tried to 
  teach you all the glories of Theus, and offered you a chance at 
  the priesthood. You soul has become a battleground between the 
  Church and the old ways. You may choose either the Sidhe Blood 
  or the Ordained Advantage. Once you commit to one side, 
  however, the other will hold you in eternal scorn. You receive a 3 
  point Nemesis Background for free. 
  Five of Cups: Once you had a brother and two sisters who 
  helped fill your house with laughter. Then they vanished in the 
  night. Friends and neighbors whispered that they were stolen 
  away by the Unseelie. Your parents were devastated, but rallied 
  around their only remaining child: you. You receive three 1 point 
  Lost Relative Backgrounds for free. 
  Six of Cups: Where you grew up there was a girl who was just a 
  little bit “off.” She had visions and fits, frightening all the other 
  children. The grown-ups said she was “touched by the Sidhe,” 
  but you didn’t care. To you, she was the best friend in the world. 
  You still see her sometimes… in your dreams. You have a 3 point 
  Connection to a woman who has Sidhe blood, if she ever needs 
  your help, you’ll know… 
  Seven of Cups: You were taken by the Sidhe as a boy. To you it 
  was a timeless moment of whirling colors and flavors. More than 
  eight years passed in the mortal realm before you were 
  discovered. Since then, mortal Glamour has been nothing more 
  than a pale shadow, a weak reflection of the glory your soul 
  hungers for. You are less affected by mortal Glamour; all Nobles 
  roll one fewer unkept die when trying to affect you. You also have 
  a 3 point Moment of Awe Background driving you. 
  Eight of Cups: While your family was fortunate for people of 
  their station, somehow you were never satisfied. You turned your 
  back on Avalon and left in search of a place where you could 
  find a sense of belonging. You must pick another country that 
  you call home. Though you hail from Avalon, you want nothing 
  to do with it and purchase Advantages and Schools (except 
  magic) as if you were from the country you now call home. 
  Nine of Cups: A rich uncle’s thriving business let him shower 
  his relatives with good fortune. He is responsible for your 
  education and has seen to it that you have a good start in life. 
  Unfortunately, the Vestenmannavnjar have marked him for death 
  for trafficking with the Vendel. Don’t be surprised if you wake 
  up in a sack one day, to be ransomed to your uncle. You start 
  with an extra 500 Guilders, and a 1-point Hunted Background by 
  association with your uncle. 
  Ten (Zero) of Cups: Your youth was a fairy tale of perfect 
  happiness: loving parents, adoring siblings, everything you could 
  possibly want provided for you. You receive a 5 point 
  Appearance Advantage, but you are shockingly naive about the 
  intentions of others. Anyone trying to trick or misuse you 
  receives two free raises on social rolls against you. 
  Staves/Even 
  Ace (One) of Staves: When you were a child you became very 
  ill. No conventional medicine would ease your pain, so your 
  parents took you to see a druid. After an obscure ritual, you were 
  cured. The druid took a special liking to you and has kept a 
  watchful eye on you ever since. You receive a 3 point Connection 
  Advantage to the druid. 
  Two of Staves: You come from a very stubborn and headstrong 
  family. Once you decide on a course of action, nothing short of 
  death can change your mind. You receive the Indomitable Will 
  Advantage for free. 
  Three of Staves: Your family has traditionally been very 
  religious in nature. When you were young, they sent you away to 
  learn about the church and its importance. As a result, you have 
  recently been ordained by the Avalon Church. You receive the 
  Ordained Advantage for free. 
  Four of Staves: Your family has been nobility since the 
  beginning of Avalon history. You can trace your lineage back to 
  one of the first kings of Avalon. You may take the Noble 
  Advantage for only 5 points, or for free if you purchase Sorcery. 
  Five of Staves: You were pressed into service aboard a pirate 
  vessel as a youngster. You soon proved yourself and became a 
  trusted member of the crew. Unfortunately, your ship was later 
  sunk, leaving you as the sole survivor. You begin the game with 
  the Pirate Trick Advantage for free. 
  Six of Staves: You spent your early adult life as a soldier in 
  Queen Elaine’s army. Your aptitude for leadership was noted and 
  you were soon given command of a unit. You receive a 4 point 
  Commission Advantage for free. 
  Seven of Staves: When you were growing up you cared little for 
  the pomp and circumstance of Avalon life. You preferred just to 
  have fun and do whatever you wanted to do. You enjoyed the 
  freedom and excitement that the street life had to offer. 
  Unfortunately, your actions earned you a bad reputation. You 
  receive the Scoundrel Advantage for free. 
  Eight of Staves: You served on a Navy vessel in your youth. 
  Gain the Sailor Skill for free with one Basic Knack at Rank 3. 
  Nine of Staves: When you were very young you were injured 
  badly due to a careless mistake. Since your recovery you have 
  been extremely cautious in everything you do. You begin the 
  game with the Keen Senses Advantage. 
  Ten (Zero) of Staves: Your father was an incessant gambler and 
  ran up quite a debt to an influential swordsman who will stop at 
  nothing to collect what is owed him. With the recent death of 
  your father, you have inherited his debts… and the wrath of the 
  swordsman. You receive a 3 point Debt Background for free. 
  Present 
  Cups/Odd 
  Ace (One) of Cups: The Graal represents the Living Covenant 
  between the people of Avalon and the Sidhe, Your blood carries 
  the burden of those ties. You receive a 2 point Sidhe Blood 
  Advantage for free. 
  Two of Cups: You recently drew the attentions of a noble lady. 
  She is impressed with your flair and style and seems to be 
  smitten with you. As a token of her affection, she gave you a 
  white silk handkerchief to keep near your heart. The 
  handkerchief is a charm with one Adept Level Glamour Knack (3 
  points) chosen by the GM. 
  Three of Cups: Your family is very proud of you and your 
  accomplishments. As a result, they have chosen you to be the 
  bearer of the family heirloom. The heirloom is a sword given to 
  your great-great-grandfather by the Sidhe. You begin the game 
  with the 5 point Advantage, Sidhe Sword. if you should ever lose 
  the sword, you will gain the Cursed Background (as determined 
  by the GM) until you retrieve it. 
  Four of Cups: You are never satisfied with what life has to offer 
  and are always seeking more. You want things to change, in a bi~ 
  way, and you are looking for an opportunity to present itself. 
  Your rebellious nature ha drawn the attention of a powerful 
  member o a secret society, who feels you would hi perfect for 
  their cause. You begin the game with a 5 point Membership 
  (Secret Society) Advantage for free. 
  Five of Cups: Your family has recently fallen upon hard times. 
  You have constant!) been there for them and are doing 
  everything you can to help. You begin the game with only one-
  third of your starting income and the eternal gratitude of your 
  family. 
  
  PAGE 24 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Six of Cups: You were recently traveling through Avalon and 
  had occasion to help a druid reclaim a holy place from bandits. 
  The druid was very pleased, and in return for your help he 
  conducted a ritual to give you strength. You begin the game with 
  a Lesser Gesa of the GM’s choice. 
  Seven of Cups: Your father was recently accused of a heinous 
  crime and executed. Now your family name carries the stain of 
  his dishonor. You have sworn that you will disprove the 
  allegations made against him and clear your family name. Your 
  starting Reputation is decreased by 5, but you gain a 3 point 
  Hunting Background for free. 
  Eight of Cups: You have spent your youth wandering, caring not 
  for material things but seeking the secrets and meaning of life. 
  You begin the game with the Bard Skill and a 1 point Druid 
  Secrets Advantage. 
  Nine of Cups: Your father was a member of Avalon’s elite: one 
  of Queen Elaine’s Knights. He served with great distinction and 
  earned you a place among their ranks. You begin the game with 
  the Membership: Elaine’s Knights Advantage and must follow 
  their rules and restrictions. 
  Ten (Zero) of Cups: Your recently met the love of your life and 
  got married. Although you are very happy, her headstrong nature 
  constantly leads her into trouble. You gain a 3-point Romance 
  Background with your wife. 
  Staves/Even 
  Ace (One) of Staves: You have always been driven by a quest 
  for knowledge and you planned your life accordingly. You just 
  graduated from Burke University and are ready to begin your 
  career. You receive the University Advantage for free. 
  Two of Staves: You recently were surprised by an Unseelie 
  Sidhe known as Jimmy Squarefoot. You remained calm, 
  unfortunately for him, and actually tricked him by promising him 
  fortunes untold. News of your triumph has gotten around. Your 
  starting Reputation is increased by 5. 
  Three of Staves: You recently rescued an Avalon nobleman from 
  a runaway coach. In thanks, he gave you a special reward. You 
  receive a 2 point Magical Item for free. 
  Four of Staves: As a member of a respected and wealthy family, 
  you like to be surrounded with servants. You receive a 3-point 
  Servant Advantage for free. 
  Five of Staves: Your home country convicted you of something 
  terrible. You were dragged through he streets with people 
  shouting curses and hurling rotten garbage at you, and you were 
  put on display for all to see. Then came the sentence… exile. 
  Whether or not you actually did the things they say is between 
  you and your GM. The Hero receives a 2 point Exiled 
  Background for free. 
  Six of Staves: You have recently been inundated by odd looks, 
  curses, and the occasional challenge to a duel. It seems that a 
  notorious swordsman-turned-bandit looks just like you, and you 
  are paying for his mistakes. You receive a 2-point Mistaken 
  Identity Background for free 
  Seven of Staves: You are searching for a famous swordsman 
  who challenged your father to a duel and killed him before your 
  eyes when you were but a boy. The man laughed at you when 
  you cried out and tossed a coin on the ground at your feet. When 
  you find this man you must make him pay. You receive a 3-point 
  Vendetta Background for free. 
  Eight of Staves: You have just been hired by a very wealthy man 
  to help him with some unspoken agenda. You receive a 2 point 
  Patron advantage for free. 
  Nine of Staves: The last thing you remember was following a 
  beautiful woman into a circle of trees somewhere in the forest. 
  You woke up on a hill with absolutely no knowledge of who you 
  were. You receive a 2 Point Amnesia background for free. 
  Ten (Zero) of Staves: You recently got yourself into a lot of 
  trouble by offending a powerful priest. You went to your cousin 
  for help and he took care of the problem for you. Unfortunately, 
  his help has a price. He is a member of the Rilasciare, and he 
  wants you to join. You receive the Secret Society: Rilasciare 
  Advantage for free. 
  Future 
  Cups/Odd 
  Ace (One) of Cups: You will soon be helped by an enigmatic 
  figure. (Sidhe Ally 2) 
  Two of Cups: A dark figure will soon come into your life. 
  (Rivalry 2) 
  Three of Cups: With patience comes great rewards. (Inheritance 
  3) 
  Four of Cups: Your dissatisfaction with your life will lead you 
  into troubled waters. (Pressed Into Service) 
  Five of Cups: A man’s word should not be given lightly. (Vow 
  2) 
  Six of Cups: Someone from your past will soon knock upon 
  your door. (Sidhe Lover 2) 
  Seven of Cups: Even the best-laid plans of pure-hearted men 
  will sometimes fail. (Defeated 2) 
  Eight of Cups: Your search for the truth will ultimately prevail. 
  (Gain the Faith Advantage) 
  Nine of Cups: Your pride will be your undoing. (Nemesis 3) 
  Ten (Zero) of Cups: You will soon find something which will 
  secure your future. (Treasure Map 2) 
  Staves/Even 
  Ace (One) of Staves: Inner peace is the key to happiness. 
  (Moment of Awe 2) 
  Two of Staves: Only through direct action can one achieve one’s 
  goals. (Citation 4) 
  Three of Staves: Watch your possessions carefully, as some are 
  more valuable than others. (Syrneth Artifact 2) 
  Four of Staves: Stay true to yourself and love will soon find 
  you. (Romance 2) 
  Five of Staves: Your deepest darkest fears will soon come to 
  light. (Fear 2) 
  Six of Staves: Victory comes only after many hardships. 
  (Defeated 1 and Nemesis 1) 
  Seven of Staves: You will soon cross paths with a great evil. 
  (Cursed 2) 
  Eight of Staves: You will soon lose someone you love. (Lost 
  Relative 2) 
  Nine of Staves: Your prudent nature will soon pay off. 
  (Connections 2) 
  Ten (Zero) of Staves: Someone you don’t know will do you a 
  favor. (Obligation 2) 
  Castille 
  Castille has a strong affinity for the suits of Cups and Swords: 
  Cups because of their emotional and spiritual nature, and Swords 
  because of their boldness. 
  Past 
  These are the events that have shaped your Hero and made him 
  who he is. Some of them may still hang over his head. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 25 
  Cups/Odd 
  Ace (One) of Cups: You come from a deeply religious family, 
  and have been raised to follow that path in life. You gain the 
  Faith Advantage for free. 
  Two of Cups: You grew up side-by-side with a good friend. You 
  played together, got into trouble together, and matured together. 
  Even now, he would do anything for you, and you would do the 
  same for him. You gain an Ally Connection Advantage for free. 
  Three of Cups: You discovered the taste of alcohol earlier than 
  most. Your body has built up quite a tolerance to it. You gain the 
  Able Drinker Advantage for free. 
  Four of Cups: You come from a deeply religious family, but 
  have lost your way. You gain a 2-point Crisis of Faith 
  Background for free. 
  Five of Cups: Your older brother went to fight in the war with 
  Montaigne, and his position was overtaken. No one knows his 
  fate. He may be dead, he may have been captured, or he may 
  have deserted. You gain a 3-point Lost Relative Background for 
  free. 
  Six of Cups: You are fascinated by stories of the way things used 
  to be. You gain the Scholar Skill for free, along with an extra 
  Rank in the History Knack. 
  Seven of Cups: Your father considered you a daydreamer. You 
  have become something of a black sheep in the family. You gain 
  a 3-point Dispossessed Background for free. 
  Eight of Cups: You have traveled extensively, wandering from 
  nation to nation, looking for adventure. You gain the Montaigne 
  and Vodacce Languages for free. 
  Nine of Cups: When you learned to walk, you never stumbled. 
  Now you have the potential to be one of the most agile and 
  dexterous people in the world. You gain the Legendary Trait 
  (Finesse) Advantage for free. 
  Ten (Zero) of Cups: After years of dedication and service, you 
  have secured a position in the Church of the Prophets. You gain 
  the Ordained Advantage for free. 
  Swords/Even 
  Ace (One) of Swords: The War with Montaigne virtually wiped 
  out your whole village. You found the commander who was 
  responsible for the carnage, and he defeated you single-handedly. 
  Ever since then, you have been trying to track him down and 
  exact revenge for his villainous deeds. It has been some time, 
  and your one consolation is that he is not getting any younger. 
  You gain a 3-point Defeated Background for free. 
  Two of Swords: As a political favor, you received membership 
  in the Swordsman’s Guild. You gain the Membership: 
  Swordsman’s Guild Advantage for free, but you are considered 
  less than a full member by many other members. 
  Three of Swords: You learned to fight early; your uncle taught 
  you how to fire a pistol when you were only nine years old. 
  Since then, you have had to defend yourself often. You gain the 
  Firearms Skill for free. 
  Four of Swords: You spent a year as a hermit, trying to make 
  some sense of the world’s injustice. You begin the game with one 
  free Rank in the Survival, Fishing, and Stealth Knacks of the 
  Hunter Skill. 
  Five of Swords: You were framed for a minor scandal a few 
  years ago, and still bear the stain of dishonor. You lose 5 points of 
  Reputation and gain a 2-point Hunting Background for free. 
  Six of Swords: Three years ago, you journeyed to Avalon, and 
  learned the language. You gain the Avalon Language for free, and 
  speak it without a trace of accent. 
  Seven of Swords: When you were a child, your aunt had you 
  keep an eye on her rival. You gain the Spy Skill for free. 
  Eight of Swords: A few years ago, you were falsely arrested for 
  stealing the ring of a nobleman. You escaped from prison after 
  only a week, but have not been forgotten by the authorities. You 
  gain a 2-point Wanted Background for free. 
  Nine of Swords: When you were an infant, you were seized by a 
  horrible illness, which left its mark on you. Your growth was 
  stunted. You gain the Small Advantage for free. 
  Ten (Zero) of Swords: You got into some debt, but have paid it 
  off. Roll an exploding die. You begin the game with that many 
  fewer Guilders than you otherwise would. 
  Present 
  These events represent situations that your Hero could find 
  himself currently entangled in. They will have to be dealt with 
  soon, whether he likes it or not. 
  Cups/Odd 
  Ace (One) of Cups: You have just had an old debt repaid to you. 
  You begin the game with 2k2 extra Guilders. 
  Two of Cups: You have just discovered the location of someone 
  you loved, but whom you thought had died. Gain a 2-point Lost 
  Love Background for free. 
  Three of Cups: You have just been awarded a medal for an act 
  of courage. You gain the Citation Advantage for free. 
  Four of Cups: You have recently earned a position within the 
  Church of the Prophets. You gain the Ordained Advantage for 
  free. 
  Five of Cups: You have had a misunderstanding, and have lost 
  contact with your family. You gain a 2-point Dispossessed 
  Background for free. 
  Six of Cups: You have just returned from your cousin’s wedding, 
  which many members of your family attended. You may either 
  gain a 5-point discount on the Extended Family Advantage or 
  gain an Ally Connection who owes you some form of obligation. 
  Seven of Cups: You have a special sword. You gain 2 points 
  worth of the Castillian Blade Advantage for free. 
  Eight of Cups: You have been studying religion. You gain the 
  Priest Skill for free. 
  Nine of Cups: You have just gained the financial support of an 
  influential noble. You gain a Patron Advantage with 2 points of 
  Wealth and 2 points of Generosity for free. 
  Ten (Zero) of Cups: You have a friend in whom you may 
  confide. You gain a Confidant Connection for free. 
  Swords/Even 
  Ace (One) of Swords: Your frame can support much more 
  muscle mass than it does. You have the potential to be one of the 
  strongest men in Théah. You have the Legendary Trait (Brawn) 
  Advantage. 
  Two of Swords: You have just been promoted. You begin the 
  game with 4 extra points in the Commission Advantage for free. 
  Three of Swords: You are a naturally daunting person. You have 
  a peculiar way of fixing your eyes upon someone and getting 
  them to shift away from your gaze. You receive two Free Raises 
  whenever you are attempting an Intimidation Action using the 
  Repartee system. 
  Four of Swords: You have been relatively inactive of late, and 
  have had a lot of time to catch up on your reading. You are 
  literate in Castillian for free. 
  Five of Swords: You have had a string of bad luck recently, and 
  have had to put forth an extra effort to make up for it. You start 
  the game with one fewer Drama Die than normal. 
  Six of Swords: You have just returned from a journey along the 
  river, where you stopped in Eisen. Gain the Eisen Language for 
  free. 
  
  PAGE 26 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Seven of Swords: You are a shady character, with a reputation 
  that is less than sterling. The local authorities have their eyes on 
  you, but no one can prove anything. You gain the Scoundrel 
  Advantage for free. 
  Eight of Swords: After a period of two years, you have just been 
  released from prison. You were arrested for being involved in an 
  illegal duel, which you won. You receive the Fencing Skill for 
  free. 
  Nine of Swords: You have just recovered from a serious illness, 
  and are still weakened from it. All of your Brawn rolls have a –5 
  penalty during the duration of the first Story. 
  Ten (Zero) of Swords: Your best friend was slain yesterday by a 
  famous swordsman. You have sworn to avenge him. Gain a 3-
  point Hunting Background for free. 
  Future 
  These are events that loom in your Hero’s future. They may 
  have been caused by choices he made in his past, or choices he 
  has yet to make. These predictions are all purposefully vague. 
  Your GM will work out the specifics of how they come into play. 
  Cups/Odd 
  Ace (One) of Cups: You will experience something miraculous. 
  (Moment of Awe 2) 
  Two of Cups: You will fall madly in love. (Romance 2) 
  Three of Cups: Be careful what promises you make, and to 
  whom. (Vow 2) 
  Four of Cups: Your life will undergo a transformation. (True 
  Identity 2) 
  Five of Cups: Better to have loved and lost than never to have 
  loved at all. (Lost Love 2) 
  Six of Cups: Time will bring forgetfulness. (Amnesia 2) 
  Seven of Cups: There will be a time of great confusion in your 
  future. (Mistaken Identity 2) 
  Eight of Cups: There will be trouble with your family. 
  (Dispossessed 2) 
  Nine of Cups: Be careful when choosing your confidants. 
  (Rival 2) 
  Ten (Zero) of Cups: Beware of a woman in a gray cloak. 
  (Nemesis 2) 
  Swords/Even 
  Ace (One) of Swords: You will meet your enemy in single 
  combat, and only one of you will walk away. (Nemesis 2) 
  Two of Swords: You will fall in love with a warrior. 
  (Romance 2) 
  Three of Swords: Avoid entanglements with the children of 
  vengeful nobles. (Hunted 2) 
  Four of Swords: Miracles do happen, as you shall see. (Moment 
  of Awe 2) 
  Five of Swords: Losing a duel does not mean that life has to end. 
  (Defeated 2) 
  Six of Swords: You shall have an undesired journey over water. 
  (Pressed Into Service 2) 
  Seven of Swords: Even the best plans can be foiled. (Defeated 2) 
  Eight of Swords: You will come to owe a debt of honor to an 
  important woman. (Obligation 2) 
  Nine of Swords: You will become separated from your romantic 
  partner. (Lost Love 2) 
  Ten (Zero) of Swords: Money will evade you. (Debt 2) 
  Eisen 
  Eisen have a strong affinity to the suits of Staves and Swords: 
  Staves because of the political turmoil of the nation, and Swords 
  because of their military prowess. 
  Past 
  These are the events that have shaped your Hero and made him 
  who he is. Some of them may still hang over his head. 
  Staves/Odd 
  Ace (One) of Staves: Your father was a respected officer, and he 
  saw to it that you had every opportunity to follow in his 
  footsteps. You begin the game with the Academy Advantage for 
  free. 
  Two of Staves: When you were young, you stood up to the 
  bullies in the town, even some of the adults. You now feel 
  obligated to protect those who are weaker than you. You gain the 
  Indomitable Will Advantage for free, but must make a Resolve 
  [20] roll to avoid interfering in a situation involving a bully. 
  Three of Staves: One of your distant relatives died and left you 
  part of his estate. Your starting income is increased by 200G. 
  Four of Staves: Your grandparents have given you and your 
  cousin their farm. It is a small patch of land, barely capable of 
  sustaining its occupants, but it is very comfortable, and you 
  enjoy spending time there when you can. While you are away, 
  your cousin tends to the farm. You begin the game with the 
  Merchant Skill and one extra Rank in either the Butcher or 
  Cooking Knack for free, not to mention a home to which you can 
  return. 
  Five of Staves: There is a woman from your hometown whom 
  you’ve never gotten along with. She always seemed to be just a 
  little bit better than you were at everything. You wouldn’t be so 
  uptight about it, but you keep encountering her even when you 
  visit other nations, and she’s still showing you up. Begin the 
  game with a 2-point Rivalry Background for free. 
  Six of Staves: You have performed an act of valor on the field of 
  battle (whether or not you were actually serving in an army at the 
  time). Receive the Citation Advantage for free, and come up with 
  a story stating exactly what you did to earn it. 
  Seven of Staves: You were caught outside after dark one night, 
  and a terrible monster made of shadows and mist appeared 
  before you, but you put your trust in Theus and had no fear. You 
  locked eyes with the creature and stared it down until it had to 
  flee the rays of the sun. You gain the Faith Advantage for free, 
  but you are also a magnet for the attentions of monsters (GM’s 
  discretion). 
  Eight of Staves: You were raised on horseback. You rode before 
  you walked. Horses are your favorite companions. You gain the 
  Rider Skill with an extra Rank in the Ride Knack for free. 
  Nine of Staves: Your local church was used as an emergency 
  hospital following a battle in the War of the Cross. You 
  volunteered to help with the treatment of the wounded as a 
  stretcher bearer. However, due to short-handedness, you were 
  asked to help with the surgical procedures, passing saws and 
  bandages to the acting surgeon. You gain the Doctor Skill for 
  free. 
  Ten (Zero) of Staves: One night, you were having a drink with 
  some friendly men in dashing uniforms who had invited you to 
  join them. The next day, you woke up in their army. Since then, 
  you have made the best of a bad situation and excelled at your 
  job. You receive a 2-point Commission Advantage for free. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 27 
  Swords/Even 
  Ace (One) of Swords: The War of the Cross virtually wiped out 
  your whole village. Eager for revenge, you tracked down the 
  commander who was responsible for the carnage, and he 
  defeated you single-handedly. Ever since then, you have been 
  trying to find him again and extract vengeance for his deeds. It 
  has been several years since you last saw him, and your one 
  consolation is that he is not getting any younger. You receive a 3-
  point Defeated Background for free. 
  Two of Swords: As a political favor, you received membership 
  in the Swordsman’s Guild. You receive the Membership: 
  Swordsman’s Guild Advantage for free, but will always be 
  considered something of a joke by many of the other members. 
  Three of Swords: Your grandfather and his brother were on 
  different sides of the War of the Cross, and the families have 
  feuded to this day. You gain a 1-point Vendetta Background for 
  free to represent your family’s division. 
  Four of Swords: You spent a year as a hermit, trying to make 
  some kind of sense of the world’s injustice. You gain the Hunter 
  Skill for free, but you must choose Survival, Fishing, and Stealth 
  as your three free Basic Knacks. 
  Five of Swords: No longer able to cope with the horrors she has 
  seen, your lovely younger sister has retreated into a world that 
  exists only within her mind. You receive a 3-point Waisen 
  Dependent Background for free. 
  Six of Swords: When you were fourteen, you left home and 
  found work aboard a riverboat. You worked as one of the crew 
  for the next two and a half years. Along the way, you learned just 
  about everything there is to know about the daily operations of a 
  river vessel. You gain the Riverboat Pilot Skill for free. 
  Seven of Swords: When you were a child, an old man with an 
  eye-patch paid you a few coins a week to sit beside the road and 
  keep an eye on a particular building. You had to watch for a pale 
  woman with black hair leaving a certain building. After nearly 
  three months, she finally appeared. Then, you had to follow her 
  all over town, which you did for over three weeks, without ever 
  learning her name. You found the old man dead one night, and 
  you never saw that woman again. You receive the Spy Skill for 
  free. 
  Eight of Swords: A few years ago, you were falsely arrested of 
  stealing a ring from a nobleman. You escaped from prison after 
  only a week, but you have not been forgotten by the authorities. 
  You start play with a 2-point Wanted Background for free. 
  Nine of Swords: You were the child of a wealthy family, raised 
  in comfort and warmth for many years. Then your home was 
  burned to the ground and your parents were killed, leaving 
  yourself and your siblings to the mercy of strangers. You receive 
  a 3-point Orphaned Background for free. 
  Ten (Zero) of Swords: The encounter with the Thing was so 
  terrifying that it altered the course of your life forever. You still 
  wake up screaming in the night when you dream about its smoky 
  tentacles wisping towards you, twisting at your soul. If you chose 
  your Weakness, your Past and Future cards are canceled and you 
  instead receive a 3-point Fear Background for free. If you chose 
  your Strength, your Past and Future cards are canceled and you 
  instead receive 2-point Crisis of Faith Background and a 3-point 
  Fear Background for free. However, until these two Backgrounds 
  are resolved to your GM’s satisfaction, you must pay two Drama 
  dice to activate your Virtue instead of one. 
  Present 
  These events represent situations that your Hero could find 
  himself currently entangled in. They will have to be dealt with 
  soon, whether he likes it or not. 
  Staves/Odd 
  Ace (One) of Staves: You recently had to make a long overland 
  journey1 Although unused to physical exertion, you found that 
  you enjoyed it, and began exercising every morning. Now, you 
  are In excellent shape, ready for anything that may come your 
  way. You receive the Athlete Skill for free. 
  Two of Staves: You have recently served as the leader of a 
  company of mercenaries. However, due to circumstances beyond 
  your control, you had to disband the organization. You receive 
  the Commander Skill for free. 
  Three of Staves: You’ve been taking lessons from a panzerhand 
  expert recently, and you’ve shown so much talent that he has 
  promised to introduce you to a man he knows in the Freiburg 
  Guardsmen if you so desire. You receive the Panzerhand Skill for 
  free, and you have a favorable letter of introduction to the 
  Captain of the Freiburg Guardsmen. 
  Four of Staves: For the last two months, you’ve been working as 
  a taster at a brewery. This has built up your resistance to alcohol 
  a great deal. You receive the Able Drinker Advantage for free. 
  Five of Staves: You are a very fast runner and you have been 
  competing in races against some of the fastest men in Eisen to 
  earn your keep. If you purchase the Athlete Skill during Hero 
  creation, you receive two free Ranks in the Sprinting Knack. 
  Six of Staves: You recently won a gentleman’s wager on a horse 
  race. Roll one exploding die and increase your starting income 
  by that many Guilders. 
  Seven of Staves: Lately, you have been helping out the town 
  watch by acting as one of their night watchmen on a volunteer 
  basis. As thanks, one of the older guards has been teaching you 
  how to use a spear. You receive the Polearm Skill for free. 
  Eight of Staves: Last week, you found an inky black shard of 
  metal lying near the road. When you picked it up, it dissolved in 
  your hand, and the world seemed to stop for a moment. Then, 
  everything began moving again, a little slower than before. You 
  found that you now had reflexes like a cat’s. You receive the 
  Combat Reflexes Advantage for free, and you always roll and 
  Keep one extra die when performing an Active Defense. 
  However, the shard has had some unpleasant side effects as well. 
  You find yourself unable to sit still, and you are concerned that 
  you may be growing older at an accelerated rate. You roll and 
  Keep one fewer die when making checks that require you to sit 
  still (such as Stealth, Unobtrusive, and occasionally, Etiquette). 
  In addition, you age two years for every year that passes. 
  Nine of Staves: You’ve just finished a year’s stint as a road 
  builder. You spent all day breaking rocks in the hot sun and were 
  often bruised and sore by the end of the day. However, you are 
  now much more resistant to pain and weariness than before. You 
  gain the Toughness Advantage for free, and you may use the 
  extra die it gives you to resist falling asleep or other forms of 
  exhaustion. 
  Ten (Zero) of Staves: A letter arrived from your sister today. 
  She says that her son has disappeared, and that he may have run 
  away from home to see you. You receive a 2-point Lost Relative 
  Background for free. 
  Swords/Even 
  Ace (One) of Swords: While traveling in Avalon last year, you 
  came across a small man pinned underneath a fallen tree. 
  Straining, you managed to lift it while he slid out from 
  underneath. As a reward, he waved his hand over you, and you 
  felt dizzy for a moment. The man said, “There. You can be one 
  of the strongest men (or women) in Théah, if you so choose.” 
  Then, right before your eyes, he turned into a deer and 
  disappeared into the woods. You receive the Legendary Trait 
  (Brawn) Advantage for free. 
  
  PAGE 28 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Two of Swords: In exchange for services that you have rendered 
  her, a young noblewoman has hired a bodyguard for you. He is 
  sworn to protect and aid you, and she pays his fees. You receive 
  the Eisen Bodyguard Advantage for free. 
  Three of Swords: You were recently caught in the woods after 
  dark. You lost track of time, and only noticed the dimming light 
  as the sun was disappearing. You ran along the trails in an effort 
  to get out of the forest before it got too dark to see, but along the 
  way, you were bitten by an odd snake that seemed to be made of 
  shadows. Feeling strange, you managed to stagger back to the 
  village. Since then, you have found that you can fix your eyes on 
  someone and force them to look away from your gaze nervously. 
  You receive two Free Raises whenever you are attempting an 
  Intimidation Action. However, you are concerned that this is only 
  the first effect of the snake’s venom and that other, more 
  pronounced effects, may follow (GM’s discretion). 
  Four of Swords: You have been relatively inactive of late, and 
  have had time to catch up on your reading. You receive literacy 
  in Eisen for free. 
  Five of Swords: You have been on a string of bad luck recently, 
  and have had to put forth extra effort to make up for it. For the 
  duration of your first Story, you may not spend any Drama dice. 
  However, you receive 5 extra XP at the end of the Story. 
  Six of Swords: You have just returned from a journey along the 
  river, where you stopped in Castille while repairs were made to 
  the ship. You ended up staying for almost two months and picked 
  up much of the language. You receive the Language: Castille 
  Advantage for free. 
  Seven of Swords: Just two weeks ago, you saw some men 
  forcing a young girl into a carriage against her will. Unwilling to 
  allow this, you drew your sword and drove off the ruffians. It 
  turned out that the girl’s father was a powerful noble, and as a 
  reward for saving his daughter’s life, he gave you a 
  Dracheneisen dagger. Overwhelmed by his gratitude, you swore 
  that you would be there whenever he had need of you. You 
  receive a Dracheneisen dagger (see the Dracheneisen 
  Advantage) and a 1-point Obligation Background for free. 
  Unless you purchase the Dracheneisen Advantage normally, 
  however, you do not receive any discount on the Noble 
  Advantage. 
  Eight of Swords You were arrested for being involved in an 
  illegal duel, which you won. After a period of two years, you 
  have just been released from prison. You receive the Fencing 
  Skill for free, but now have a criminal record. 
  Nine of Swords: You have just recovered from a serious illness, 
  and are still weakened by it. All of your Brawn checks have their 
  TN increased by 5 for the duration of the first Story. 
  Ten (Zero) of Swords: Your best friend was slain yesterday by a 
  famous swordsman You have sworn to avenge him You receive a 
  3-point Hunting Background for free. 
  Future 
  These are events that are looming in your Hero’s future. They 
  may have been caused by choices he made in his past, or choices 
  he has yet to make. These predictions are all purposefully vague; 
  your GM will work out the specifics of how they come into play. 
  Staves/Odd 
  Ace (One) of Staves: You stand to inherit something wonderful 
  some day. (Dracheneisen Heir 2) 
  Two of Staves: You will avenge your father’s death. (Vow2) 
  Three of Staves: You will have an exciting opportunity to seek 
  your fortune. (Treasure Map 2) 
  Four of Staves: You will find marital bliss. (Romance 2) 
  Five of Staves: Be wary of old acquaintances. (Rivalry 2) 
  Six of Staves: Beware of strangers. (Nemesis 2) 
  Seven of Staves: You will come into conflict with unique 
  authority. (Wanted 2) 
  Eight of Staves: You may wish to change your travel plans. 
  (Exiled 2) 
  Nine of Staves: There are those who would do you harm if the 
  truth becomes clear. (True Identity 2) 
  Ten (Zero) of Staves: You will meet with death and disaster. 
  (Orphaned 2) 
  Swords/Even 
  Ace (One) of Swords: You will meet your enemy, but only one 
  of you will walk away. (Nemesis 2) 
  Two of Swords: You will fall in love with a warrior. 
  (Romance 2) 
  Three of Swords: Avoid entanglements with the children of 
  vengeful nobles. (Hunted 2) 
  Four of Swords: Miracles do happen, as you shall see. (Moment 
  of Awe 2) 
  Five of Swords: Losing a duel does not mean that life has to end. 
  (Defeated 2) 
  Six of Swords: Do not travel over water. It will only bring you 
  ruin. (Cursed 2) 
  Seven of Swords: Something very important to you will be 
  stolen. (Hunting 2) 
  Eight of Swords: You will owe a debt of honor to an important 
  woman. (Obligation 2) 
  Nine of Swords: An old flame will reenter your life, much to 
  your sorrow. (Lost Love 2) 
  Ten (Zero) of Swords: You will lose a loved one, perhaps 
  forever. (Waisen Dependent 2) 
  Montaigne 
  Montaigne have a strong affinity for the suits of Coins and 
  Staves: Coins because of their great wealth, and Staves because 
  of their enormous political power. 
  Past 
  These are the events that have shaped your Hero and made him 
  who he is. Some of them may still hang over his head. 
  Coins/Odd 
  Ace (One) of Coins: Every year a member of your family hosts a 
  grand ball for the nobility. This year the responsibility has fallen 
  on your shoulders. Your family has provided you with a stipend 
  to help cover the expenses, but should the ball flop they will 
  never help you again. You begin the game with an extra 200 
  Guilders and a 2-point Obligation Background for free. 
  Two of Coins: For over a year now you have been wooing an 
  influential member of the court. At first, your interests were 
  pragmatic—your would-be lover’s powerful social position 
  could bolster your courtly influence. But somewhere along the 
  way, you fell in love with him or her. Unfortunately, he or she 
  has shied away from your latest attempts, preferring the company 
  of a more prestigious courtier than you. You receive a 3-point 
  Lost Love Background for free. 
  Three of Coins: A few years ago you lent money to an 
  acquaintance who since that lime has avoided you like the 
  plague. Recently, you and a few bodyguards collected on the 
  debt. You begin the game with an extra 500 guilders and a 1-
  point Nemesis Background for free. 
  Four of Coins: When you were a~sma1l child you caught the 
  White Plague. Although you survived, you have always been a 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 29 
  little sickly and were frequently bed-ridden while growing up. 
  Your Resolve is reduced by 1, and your Wits is increased by 1. 
  Five of Coins: A year ago you borrowed money from a rich and 
  powerful nobleman. You invested it, along with your savings, to 
  fund a privateer captain who promised you more gold than you 
  could imagine. You never saw him again. Worse yet, the 
  nobleman wants his money back. You begin the game with a 3-
  point Debt Background for free. 
  Six of Coins: As a child you shunned your noble playmates, not 
  caring for their shallow machinations. Instead you would sneak 
  out and play with the peasant children. You loved their innocence 
  and zeal for life. You would bring them food, toys, and, when 
  you were older, money. You are well known among the peasantry 
  as charitable and honorable, with their best interests at heart. You 
  receive one extra Reputation die when dealing with commoners. 
  Seven of Coins: As a child, you were betrothed to the child of a 
  respected courtier. Unfortunately, you and your betrothed can’t 
  stand each other. Your betrothed has assured you that if you were 
  to marry him or her, he or she would make your life miserable. 
  You begin the game with a 3-point Obligation Background for 
  free. If you do not marry your betrothed and fulfill the Obligation 
  Background within 3 months, it becomes a 3-point Nemesis 
  background (with the father) instead. 
  Eight of Coins: Since you were young you have loved to read 
  books. You had a tendency to avoid any physical training so that 
  you could sit down and study. As a result, your father sent you to 
  a university when you came of age. You receive the University 
  Advantage and literacy in Montaigne for free. 
  Nine of Coins: Your family has had a long and distinguished 
  service in the Montaigne military. You have carried on that 
  tradition by rapidly rising through the ranks. You receive a 4-
  point discount when purchasing the Commission Advantage. 
  Ten (Zero) of Coins: For as long as you can remember, you have 
  had an excellent sense of fashion. It wasn’t that you could predict 
  the directions that fashion would take in the coming months, it 
  was that you chose the direction fashion would take. You have 
  always been on the cutting edge of style, and the other nobles 
  look to you for direction. You begin the game with the Courtier 
  Skill and Rank 3 in your Fashion Knack for free. 
  Staves/Even 
  Ace (One) of Staves: You were always close to your extended 
  family. You grew up with a cousin who was like a brother to you. 
  Throughout your childhood, you came to his aid more times than 
  you can count, and he came to yours. Now he is a respected man 
  in a powerful position, and he will never forget his childhood 
  friend. You receive a 3-point Close Family Member Advantage 
  for free. 
  Two of Staves: You are a member of the gentry. You have no 
  land to speak of, but you have money. You travel from place to 
  place relying on other nobles to house and support you. You are 
  always on the lookout for a good investment opportunity. You 
  receive a 4-point discount when you purchase the Gentry 
  Advantage, or receive it for free if you also purchase Sorcery. 
  Three of Staves: You grew up knowing that you were different. 
  There was just something about you that attracted members of 
  the opposite sex. No matter what you did, or how well you did it, 
  you were surrounded by people eager to catch your eye. Now 
  you know how to play the game, and your skills have been 
  exceptionally useful in court. You receive the Dangerous Beauty 
  Advantage for free. 
  Four of Staves: As a child, you studied under a renowned artist. 
  You were mainly a helper, but you did have a bit of natural talent 
  that blossomed into true skill. You begin the game with the Artist 
  Skill and Rank 3 in one of its Basic Knacks for free. 
  Five of Staves: When you were a child your family was 
  condemned as traitors. You father was captured and hanged, but 
  your mother escaped and fled the country with you. You have 
  returned to clear your family name. if anyone finds out who you 
  truly are, however, you will probably be executed. You begin the 
  game with a 2-point Exiled Background and a 2-point True 
  Identity Background for free. 
  Six of Staves: You come form a long line of duelists, soldiers, 
  and mercenaries. Your father drilled you in weapons and tactics 
  from the time you were old enough to walk. When you surpassed 
  his training, he sent you to a military academy in hopes that you 
  would make him proud. You begin the game with the Academy 
  Advantage for free. 
  Seven of Staves: Long ago you were beaten badly at what you 
  do best. Worse yet, the person who showed you up was a good 
  friend of yours. Word has gotten around that you are a pale 
  shadow of your friend and no one takes you seriously. You begin 
  the game with a 2-point Defeated Background for free. 
  Eight of Staves: Your father was an ambassador to many 
  different kingdoms over his lifetime. As a child, you often 
  accompanied him when he traveled abroad, and you picked up 
  several different languages along the way. You begin the game 
  with the Linguist Advantage for free. 
  Nine of Staves: Your entire childhood was spent in preparation 
  for the time you would represent your family in court. You 
  excelled in your studies and became the epitome of grace and 
  dignity. During your first visit to court, however, you were 
  utterly humiliated by a family enemy in front of the most 
  influential people in Montaigne. Now you are afraid to show 
  your face in court. You gain a 2-point Fear Background for free. 
  Ten (Zero) of Staves: Since you were a child, trouble has had a 
  way of finding you. No matter what you did, no matter how 
  many problems you solved, more would follow. You have always 
  been plagued with more than your fair share of problems and 
  adventure. You begin the game with the Foul Weather Jack 
  Advantage for free. 
  Present 
  These events represent situations that your Hero could find 
  himself currently entangled in. They will have to be dealt with 
  soon, whether he likes it or not. 
  Coins/Odd 
  Ace (One) of Coins: You recently did a favor for one of your 
  contacts at court. In thanks, he has acquired a Montaigne Puzzle 
  Sword for you. You must roll on the Montaigne Puzzle Sword 
  Advantage charts as normal, but with a 2-point discount on the 
  final cost of your sword. 
  Two of Coins: Due to a recent faux pas at court, you have fallen 
  out of favor with the head of your family. As a result, he has cut 
  you off from the family funds. You begin the game with half of 
  your starting money. In addition, your monthly income is reduced 
  by half until you can appease your family patriarch. 
  Three of Coins: You recently had occasion to impress an 
  esteemed gentleman while attending court. This man introduced 
  you to his friends, who in turn invited you to join their social 
  club. You begin the game with a 3-point Social Club Advantage 
  of the GM’s choice or creation for free. 
  Four of Coins: You have been shrewd in your investments and 
  business transactions. You have never taken unnecessary risks 
  with your money, and never spent a guilder unwisely. As a result, 
  your starting income is increased by 50% for free. 
  Five of Coins: A few nights ago you entered a tavern with a light 
  heart and a full purse. You ate, drank, engaged in games of 
  chance, and drank some more. You were invited into a game by a 
  
  PAGE 30 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  man who kept buying you drinks. When you woke up, you were 
  in the alley behind the tavern with no money, no sword, and rags 
  for clothes; but you will never forget the face of the man who 
  cheated you. You begin the game with no starting money and a 3-
  point Vendetta Background for free. 
  Six of Coins: Last week, you saw a poor old blind man begging 
  for money in the street. Those who walked by either avoided him 
  or took no notice of him whatsoever. You strolled up to him and 
  placed a bag of Guilders in his hand. In thanks, he gave you the 
  only possession he had—a marble-sized steel ball with a 2-inch 
  metallic shaft running through its center. You had no idea what it 
  was, but you slipped it in your pocket for further study. You 
  begin the game with a 2-point Syrneth Artifact Advantage for 
  free. The marble has unknown properties. 
  Seven of Coins: A courtier of great renown has presented you 
  with an expensive gift. In his eyes this is a favor, and you are of 
  course now in his debt. You begin the game with one item of your 
  choice which costs 1,000G or less. In addition you receive a 3-
  point Obligation Background for free. 
  Eight of Coins: You have a long tradition of letting others foot 
  your bills. If other nobles want to support you for the pleasure of 
  your company, who are you to argue? You begin the game with 
  the Courtier Skill and Rank 2 in the Mooch Knack for free. 
  Nine of Coins: Ever since you were a small child you had a 
  dream—to be a Musketeer like your father. Now your dream is at 
  hand. You have just completed your training and have been sent 
  out into Montaigne to carry out the justice of l’Empereur. You 
  begin the game with the Musketeers Advantage for free. 
  Ten (Zero) of Coins: While attending court recently, you were 
  mercilessly ridiculed by one of your chief rivals. You became the 
  laughing-stock of the entire evening, much to the pleasure of 
  your rival. Your starting Reputation is lowered by 5 and you 
  receive a 2-point Ridiculed Background for free. 
  Staves/Even 
  Ace (One) of Staves: You recently came of age and have 
  ventured out to make a name for yourself. However, your parents 
  insisted that you take along a servant as befits your station. You 
  receive a 4-point Montaigne Servant Advantage for free. 
  Two of Staves: Your family can trace its lineage back to royalty. 
  It is one of the oldest and most powerful in Montaigne, and is 
  very influential at court. You may purchase the Noble Advantage 
  for 5 points, or gain it for free if you purchase Sorcery. 
  Three of Staves: The conclusion of a business deal has brought 
  you prosperity. You begin the game with 150G extra starting 
  money and a 2-point Connection Advantage for free. 
  Four of Staves: Being the youngest son of a powerful noble, you 
  stood to inherit very little. A few years ago you struck out on 
  your own, having little or no contact with your family and living 
  by any means necessary. You tasted street life and found it 
  wasn’t for you. You have recently been allowed back home, 
  though you were given an icy welcome. You gain the Scoundrel 
  Advantage for free. 
  Five of Staves: A long time ago you were in love. This person 
  was absolute perfection, everything you always wanted… until 
  the next person caught your eye. Your jilted lover moved away 
  without saying so much as a word to you. Well, now he (or she) 
  is back and intends to ruin you forever. You receive a 3-point 
  Lost Love Background for free. 
  Six of Staves: You recently visited court and dazzled the nobility 
  with your wit. You were the life of the party. After arriving with 
  the most astonishing attire of the evening, you proceeded to grant 
  a few favors, make a few introductions, and gossip like there was 
  no tomorrow. Your starting Reputation is increased by 5. 
  Seven of Staves: Two months ago you angered a Fate Witch by 
  ridiculing her in open court. Since then, odd things have begun to 
  happen to you. You have a tendency to get choked up and stutter 
  whenever you are involved in a social situation. You start the 
  game with two Curse dice linked to Staves (see the Sorte Sorcery 
  rules). 
  Eight of Staves: During your recent travels, you unwittingly 
  foiled a plot perpetuated by the Inquisition. Now they want you. 
  You always seem to have someone following you, but when you 
  turn to look, they are gone. You feel as if you are being watched 
  at all times, and you grow more nervous by the day. You receive 
  a 2-point Hunted Background for free. 
  Nine of Staves: You know what it’s like to be beaten down. It 
  seems that your life has been nothing but hard times. You know 
  what hard work and labor is all about, as well as pain and 
  physical punishment. You never let it get you down, however, 
  and things have started getting better. You receive the Toughness 
  Advantage for free. 
  Ten (Zero) of Staves: Recently, a good friend of yours was 
  killed in battle right next to you. As he lay dying in your arms he 
  asked you to grant him one request—take care of his wife and 
  son. You receive a 2-point Vow Background for free. 
  Future 
  These are events that are looming in your Hero’s future. They 
  may have been caused by choices he made in his past, or choices 
  he has yet to make. These predictions are all purposefully vague. 
  Your GM will work out the specifics of how they come into play. 
  Coins/Odd 
  Ace (One) of Coins: With patience comes prosperity. (Treasure 
  Map 2) 
  Two of Coins: The true and good always prevail. (Cursed 2) 
  Three of Coins: You will soon meet an influential friend. 
  (Rivalry 2) 
  Four of Coins: Luck is on your side, but beware what is hidden. 
  (Treasure Map 1, Rivalry 1) 
  Five of Coins: Hang on to your special moments. They are 
  fleeting. (Lost Love 2) 
  Six of Coins: Your acts of kindness will be rewarded. 
  (Romance 2) 
  Seven of Coins: Something you love will soon be lost. 
  (Hunting 2) 
  Eight of Coins: You will one day know perfection. (Moment of 
  Awe 2) 
  Nine of Coins: Your dreams of travel will soon be fulfilled. 
  (Pressed Into Service 2) 
  Ten (Zero) of Coins: You will become famous, (Wanted 2) 
  Staves/Even 
  Ace (One) of Staves: Someone you know will soon take a trip. 
  (Lost Relative 2) 
  Two of Staves: Never make a promise you can’t keep. (Vow 2) 
  Three of Staves: You will find something you have been looking 
  for. (Hunting 2) 
  Four of Staves: Accept the next proposition offered you. 
  (Exiled 2) 
  Five of Staves: Revenge is a path that should not be traveled 
  lightly. (Vendetta 2) 
  Six of Staves: Beware the one who loves you most. (Rivalry 2) 
  Seven of Staves: It is important that you always accept 
  responsibility. (Obligation 2) 
  Eight of Staves: Do not be afraid of that which is unknown. 
  (Fear 2) 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 31 
  Nine of Staves: Beware your true face. (True Identity 2) 
  Ten (Zero) of Staves: You will forget something very important. 
  (Vow 2) 
  Pirate Nations 
  Pirates have a strong affinity for the suits of Swords and Coins: 
  Swords because of their violent lifestyle, and Coins because of 
  their preoccupation with material possessions. 
  Past 
  These are the events that have shaped your Hero and made him 
  who he is. Some of them may still hang over his head. 
  Swords/Odd 
  Ace (One) of Swords: When you were young, you were 
  apprenticed to a craftsman and showed great promise. 
  Unfortunately, he went bankrupt, and you were forced to look for 
  other work. You receive the Merchant Skill for free, with Rank 4 
  in one Basic Knack. 
  Two of Swords: You once went exploring some ruins with a 
  friend. There was a cave-in, and the two of you were forced 
  down different paths. After three days of wandering in the 
  tunnels, you emerged to discover that he had told everyone that 
  you were dead, and had discovered a fortune in artifacts. You 
  receive a 3-point Vendetta Background with your rich ex-friend 
  for free. 
  Three of Swords: A ship you were sailing on was boarded by 
  pirates. One of them wounded your shoulder and it never healed 
  correctly. That arm was permanently weakened, but the 
  experience of rehabilitation toughened the rest of your body. 
  Your Brawn is reduced by 1, and your Resolve is increased by 1. 
  Four of Swords: You were once marooned on a peaceful 
  island—almost a paradise. You spent several pleasant months 
  there living off the land, and a ship eventually picked you up. 
  During those months, you became quite a hunter. You receive the 
  Hunter Skill for free, but must choose Survival as one of your 
  Basic Knacks. 
  Five of Swords: You were gambling in a tavern frequented by 
  sailors when a muscular man accused you of cheating and pulled 
  a knife on you. Grabbing a nearby bottle, you broke it over his 
  head, and were shocked to realize you’d killed him. Worse, it 
  turned out that his brother was an infamous pirate, and you’ve 
  been keeping a wary eye out for him ever since. You receive a 
  2~point Hunted Background for free. 
  Six of Swords: You traveled quite extensively, and picked up 
  several languages. You receive 3 extra HP that you can only 
  spend on the Language Advantage. 
  Seven of Swords: You once came across a lonely cave on an 
  island while out sailing. Entering it, you discovered a cache of 
  pirate loot. Worried about getting caught in their cave, you just 
  grabbed something and ran. The pirates caught a glimpse of you 
  as you were sailing away, and they’ve been looking for you ever 
  since. You receive a 2-point Syrneth Artifact Advantage and a 1-
  point Hunted Background for free. 
  Eight of Swords: When exploring an island with several 
  members of the crew you were with at the time, you were 
  ambushed by some natives and shot with darts coated in a 
  paralyzing poison. You watched helplessly as the other crewmen 
  died, but when the natives got to you, they saw the strange 
  necklace your grandfather gave to you years ago, and ran 
  screaming into the woods. Eventually, you made it back to the 
  ship and left the island, but you’ve always wondered about the 
  significance of the necklace. You receive a 3-point Syrneth 
  Artifact Advantage for free. It is a silver necklace with unknown 
  properties. 
  Nine of Swords: When you were five years old, your father took 
  you to a Fate Witch to have your destiny foretold. She said that 
  you would bring death to everyone in your family. Your father 
  called her a liar and stormed out, but you caught the White 
  Plague two months later. Although you survived, the rest of your 
  immediate family died from it. You’ve lived with the 
  (undeserved) guilt ever since. Someone from your extended 
  family raised you. You are immune to the White Plague, but your 
  immediate family is dead. 
  Ten (Zero) of Swords: Your mother raised you alone, and 
  always claimed that your father was a wealthy noble. When you 
  were eighteen, she became ill and you went to him to ask for 
  money. He refused to acknowledge you as his son, and when you 
  persisted, he hired a press gang to carry you off to sea. By the 
  time you managed to jump ship and return home, your mother 
  had died of her Illness, and your father had left town for 
  undisclosed reasons. You receive a 3-point Vendetta Background 
  for free. You are looking for your father. When you find him, it’s 
  going to be hard not to kill him. 
  Coins/Even 
  Ace (One) of Coins: An uncle you haven’t seen in years died 
  recently, leaving you his sea chest. Opening it, you found a piece 
  of a treasure map inside. You receive a 2-point Treasure Map 
  Background (worth 3 points, but a Villain has a piece of the map) 
  for free. 
  Two of Coins: You have knocked around so many ports that you 
  can’t remember all of them. A fortunate side effect of all this 
  travel is that you know how to order a beer in every seaport pub 
  in Théah. You receive Language Acquaintance in: Avalon, 
  Castille, Eisen, Montaigne, Vendel, and Vodacce. 
  Three of Coins: Over the years, you’ve made several 
  connections in the underworld, the most notable of which is a 
  Fence whom you can trust. You receive a 3-point Connection 
  Advantage for free. 
  Four of Coins: You have earned yourself a miserly reputation 
  through careful saving. You receive double your normal starting 
  money, but your starting Reputation is lowered by 5. 
  Five of Coins: Your father was sailing home to bestow the 
  family sword upon you when pirates attacked the ship. They 
  didn’t hurt anyone, but they took the sword from him by 
  threatening to kill a lady passenger if he didn’t hand it over. The 
  only lead he could give you was the name of their ship, the Wild 
  Goose. You receive a 2-point Hunting Background for free. The 
  family sword, if you recover it, is a fencing weapon that adds 1 
  unkept die to all Damage Rolls. 
  Six of Coins: You have earned a reputation as a generous person 
  through your contributions to charity. You receive half your 
  normal starting money, but your starting Reputation is increased 
  by 5. 
  Seven of Coins: A woman’s voice yelling for help caught your 
  attention not long ago. Running to her aid, you fought off three 
  muggers who had attacked her. It turned out that she was 
  wealthy, and gave you a healthy reward for your assistance. You 
  start with one item of your choice valued at or under 500G. 
  Eight of Coins: You have thrown yourself into the study of a 
  particular subject and your efforts have paid off. After you buy 
  all your Knacks, choose one of your Civil Knacks. You receive 
  for free a number of experience points in it equal to half what 
  you need to advance it. These experience points cannot be spent 
  elsewhere. 
  Nine of Coins: Throughout all of your travels, you’ve always 
  had one place you could return to in order to hide out. Your 
  
  PAGE 32 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  friend, the owner of this safe-house, would never betray you, 
  even on pain of death. You receive a 3-point Connection 
  Advantage for free. The only assistance this Connection can 
  provide is to hide you while you’re in town for awhile, but 
  sometimes that’s exactly what you need. 
  Ten (Zero) of Coins: Several years ago, a secret society 
  approached you and invited you to join up. Naturally, you 
  accepted. You receive up to 5 points of Membership in a Secret 
  Society of your choice for free. 
  Present 
  These events represent situations that your Hero could find 
  himself currently entangled in. They will have to be dealt with 
  soon, whether he likes it or not. 
  Swords/Odd 
  Ace (One) of Swords: You seem to have a guardian angel 
  watching over you. You begin your first adventure with 3 
  additional Drama dice. 
  Two of Swords: You are currently walking a fine line. You’ve 
  managed to acquire two noble Patrons, neither of which know 
  about the other. As long as you can keep the situation quiet, you 
  can collect money from both of them, but if word gets out, 
  you’re in a lot of trouble. You receive two 2-point Patron 
  Advantages for free. if they find out about each other, you lose 
  these Advantages, and gain two 1-point Nemesis Backgrounds 
  for free instead. 
  Three of Swords: An old flame has tracked you down and is 
  dead set on making your life miserable. You receive a 2-point 
  Lost Love Background for free. 
  Four of Swords: Your life has been placid lately. While this is 
  great as far as you’re concerned, it’s taking the edge off your 
  skills that constant danger provides. Reduce the values of all of 
  your Backgrounds by 1, to a minimum of 1. 
  Five of Swords: You recently offended a powerful noble. It was 
  an accident, to be sure, but the noble has taken the slight on his 
  honor very seriously, and seems out to bring you down now. You 
  receive a 3-point Nemesis Background for free. 
  Six of Swords: While clearing out some of your family’s old 
  papers, you ran across an odd document. Upon reading it, you 
  realized that it was signed by the Headmaster of the local 
  Explorer’s Society, and was good for one passage anywhere on 
  Théah on one of the Society’s ship for the bearer and his 
  companions. 
  Seven of Swords: You were recently the victim of a pickpocket. 
  Before purchasing your starting equipment, roll two exploding 
  dice and subtract that many Guilders from your starting money. 
  Eight of Swords: Someone has been attacking your good name. 
  Some say that he’s a singer, others that he’s a famous playwright. 
  You aren’t sure which story to believe yet, but you know that you 
  have to put a stop to his activities pretty soon. You’re already 
  starting to get odd looks whenever you introduce yourself. You 
  lose 1 Reputation point every two weeks until you deal with the 
  problem. 
  Nine of Swords: Through a series of misadventures, you 
  inadvertently insulted a skilled Swordsman. You are scheduled 
  for a duel to the death with him in exactly one month. It’s not a 
  lot of time to prepare for death, but hopefully it’ll be enough. If 
  you back out of the duel, your reputation will be ruined forever, 
  and no one will take you seriously ever again (-10 Reputation 
  Points). 
  Ten (Zero) of Swords: The last ship you served on left port 
  rather suddenly while you were out on the town. They took all 
  your money and possessions with them. You receive no starting 
  money and no possessions, except those you have paid for with 
  Hero Points (such as Syrneth Artifacts, Dracheneisen, etc.). 
  Coins/Even 
  Ace (One) of Coins: Recently, in return for saving a merchant’s 
  life, he gave you a small interest in his shop. Your share of the 
  profits works out to be worth 2 exploding dice of Guilders per 
  month. 
  Two of Coins: You took out a loan from a powerful merchant, 
  and (perhaps unwisely) invested it in a fairly risky venture. You 
  receive a 2-point Debt Background for free. The profits from the 
  venture are worth 3 exploding dice of Guilders per month, while 
  the noble wants you to pay a minimum of 3 exploding dice of 
  Guilders per month. if Chance works against you, you could be 
  in a lot of trouble. 
  Three of Coins: You recently did some artisan work for the 
  Church of the Prophets. Whether or not you agree with their 
  religion, they certainly pay well. You receive the Artist Skill for 
  free and 100G extra starting money. 
  Four of Coins: You’ve saved your money carefully for years. 
  Unfortunately, a burglar recently stole your savings, leaving a 
  distinctive calling card behind (decide with your GM what it 
  was). Within a month, the trail will be too cold to follow. You 
  receive a 1-point Hunting Background for free. 
  Five of Coins: When visiting a gambling hall recently, you did 
  very poorly, while your friends all did very well. Take half of 
  your starting money and split it up among the other Heroes in 
  the group. They can give it back to you, if you can talk them into 
  it. 
  Six of Coins: You recently gave money to a young woman who 
  had obviously fallen on hard times: she turned out to be a Fate 
  Witch. You start the game with two Blessing dice linked to Coins 
  (see the Sorte Sorcery rules). 
  Seven of Coins: Your younger sister was stolen away by pirates 
  as a little girl. After years of searching, you’ve finally stumbled 
  upon the trail. You receive a 2-point Lost Relative Background 
  for free. 
  Eight of Coins: Thanks to a lucky break, your income is due to 
  increase very soon. After one month, it will go up by 25%. 
  Nine of Coins: An inheritance left to you by your great-aunt is 
  going to be released to you in three months. It is worth 1,500G. 
  Ten (Zero) of Coins: You recently became reacquainted with 
  your brother after years of absence. While he was gone, he 
  became a member of the Explorer’s Society. You receive a 3-
  point Connection Advantage for free. 
  Future 
  These are events that are looming in your Hero’s future. They 
  may have been caused by choices he made in his past, or choices 
  he has yet to make. These predictions are all purposefully vague. 
  Your GM works out the specifics of how they come into play. 
  Swords/Odd 
  Ace (One) of Swords: You will soon meet the love of your life. 
  (Romance 2) 
  Two of Swords: Soon, you will be forced to choose between 
  your loyalties. (Obligation 2) 
  Three of Swords: An ancient ill caused by your family will soon 
  settle upon your shoulders. (Cursed 2) 
  Four of Swords: You will glimpse perfection and spend your 
  whole life seeking it once again. (Moment of Awe 2) 
  Five of Swords: You will form a strong rivalry with a friend. 
  (Rivalry 2) 
  Six of Swords: You will travel widely and meet exotic people. 
  (Pressed Into Service 2) 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 33 
  Seven of Swords: A past life of yours will soon come to light. 
  (True Identity 2) 
  Eight of Swords: A vow you have taken will cause you great 
  harm. (Vow 2) 
  Nine of Swords: A dark figure from your past will soon return to 
  face you again. (Defeated 2) 
  Ten (Zero) of Swords: You will soon be betrayed by someone 
  you love. (Lost Love 2) 
  Coins/Even 
  Ace (One) of Coins: Your life will soon take an unexpected turn. 
  (Wanted 2) 
  Two of Coins: A wealthy man will soon pay you a visit. (Debt 2) 
  Three of Coins: The efforts of an old acquaintance will soon pay 
  off. (Hunted 2) 
  Four of Coins: Caution is wise, paranoia foolish. (Fear 2) 
  Five of Coins: You can never go home again. (Exiled 2) 
  Six of Coins: Your charity will come back to haunt you. 
  (Nemesis 2) 
  Seven of Coins: Persistence will result in great rewards. 
  (Treasure Map 2) 
  Eight of Coins Something you have created will slip from your 
  grasp (Hunting 2) 
  Nine of Coins: You will find acceptance with. strangers. 
  (Mistaken Identity 2) 
  Ten (Zero) of Coins: You will soon be reunited with a lost loved 
  one. (Lost Relative 2) 
  Ussura 
  Ussurans have a strong affinity for the suits of Cups and 
  Staves: Cups because of their powerful emotions, and Staves 
  because of their deep respect for Matushka. 
  Past 
  These are the events that have shaped your Hero and made him 
  who he is. Some of them may still hang over his head. 
  Cups/Odd 
  Ace (One) of Cups: What started as an amusing contest of wits 
  turned embarrassing for your father when someone of lower 
  status outsmarted you. As a result you were sent away from 
  home for more education. You gain the University Advantage 
  and a 1-point Defeated Background for free. 
  Two of Cups: A foolish squabble in the height of winter cost you 
  the heart of the one dearest to you. You gain a 1 point Lost Love 
  Background for free. 
  Three of Cups: You gained a reputation for telling a good tale 
  on those long winter nights. Your audiences showed their 
  appreciation with drinks, but to tell a good tale you’ve got to be 
  able to hold the liquor till it’s done. You gain the Able Drinker 
  Advantage for free. 
  Four of Cups: The only things that have ever excited you were 
  discovering new things and places. You gain the Linguist 
  Advantage for free. 
  Five of Cups: Trouble seems to follow you like snow follows the 
  north wind. You’ve grown used to it but it can still spell disaster 
  for others. Gain the Foul Weather Jack Advantage with your 
  choice of Background for free. 
  Six of Cups: As a child, you became lost in the woods in spite of 
  the warnings against wandering too far from home. You were 
  found by a very old woman - at first, you were terrified that 
  Matushka had come to punish you! As it turned, out the old 
  woman was a Tibesti; she and her people took you in. You lived 
  with them for some time as they traveled, and ever since you 
  have had a touch of wanderlust in your heart. You gain a 3-point 
  Fhideli Connection Advantage for free. 
  Seven of Cups: When you were a child, people used to think you 
  were always dreaming. You’ve always found it easy to be on 
  your own, and the creativity just flows through you. Should you 
  purchase the Artist Skill, gain one additional point in the Knack 
  of your choice for free. 
  Eight of Cups: As a youth, you loved to spend your time 
  hunting. It was while hunting that you met the young Tibesti. 
  Your friendship grew into love, but when you suggested that 
  your lover leave the Tibesti and come live with you, it all fell to 
  pieces. You gain a 1-point Gadjo Background and a 2-point Lost 
  Love Background for free. 
  Nine of Cups: As a youth, you possessed a beautiful voice, so 
  you were sent away for training. Gain the Performer skill with an 
  additional point in the Singing Knack for free. 
  Ten (Zero) of Cups: You’ve always had an affinity with the 
  outdoors and nature, so it came as no surprise to your parents 
  when you displayed unusual knowledge of animals. You may 
  purchase Pyeryem sorcery for 5 HP less than the listed cost 
  (minimum of 0 HP). 
  Staves/Even 
  Ace (One) of Staves: When you were a child your sister 
  disappeared. No one talks about it much—it is whispered that 
  Matushka took her—but you are determined to find her some 
  day. You gain a 2-point Hunting Background for free. 
  Two of Staves: You were adopted. Your family never told you, 
  but you are sure of this anyway. Someday you’re going to find 
  out who your parents were. You gain a 3-point True Identity 
  Background for free. 
  Three of Staves: You were once the object of some humiliating 
  jokes, and ever since one particularly unpleasant event you have 
  been afraid of parties. You gain a 1-point Fear Background for 
  free. 
  Four of Staves: Your father was a priest in the Ussuran 
  Orthodox Church, and he wanted you to follow in his footsteps, 
  so you have spent your life preparing to serve. You gain the 
  Ordained Advantage for free. 
  Five of Staves: With five older siblings, you knew you would 
  have to make your own way, so you asked early on for an 
  apprenticeship with a fisherman. You gain the Sailor Skill for 
  free. 
  Six of Staves: As a child one of your most vivid memories is of 
  your grandfather berating your mother for trying to curb your use 
  of your left hand. Because, of his words you have never been 
  ashamed since. Gain the Left-handed Advantage for free. 
  Seven of Staves: You were a very sick child. Your father had the 
  resources to call for the very best healers and none of them were 
  able to help. Then a Tibesti woman offered to help and in his 
  desperation your father agreed, offering her anything she wished 
  that was in his power to give. She said, “Let’s wait and see.” 
  After weeks of labor your health returned, and your Father then 
  thanked her and asked her. to leave. Her response was cryptic: “I 
  pray you guard this child well, for no other child of yours shall 
  live to see its sixth year.” You have had eight siblings since then 
  all of whom have died before turning five. The ninth, your 
  youngest sister, is now five. You gain a 2-point Obligation 
  Background for free. 
  Eight of Staves: You have a bad habit of not knowing when to 
  keep your mouth shut. Consequently, as a youth you made an 
  enemy who used his power to deplete your family’s wealth. You 
  gain a 3-point Nemesis Background for free. 
  
  PAGE 34 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Nine of Staves: You vowed as a child to never complain about 
  anything. As a result, you have an unusually high tolerance for 
  pain. You gain the Toughness Advantage for free. 
  Ten (Zero) of Staves: Your mother was afraid for you as a child, 
  but would not tell you why. She died before you could persuade 
  her to speak. Ever since then, there has been only one thing that 
  trips you in life. You are stricken with an inability to speak when 
  you most desperately need to. You have a free 2-point Cursed 
  Background. 
  Present 
  These events represent situations that your Hero could find ~ 
  himself currently entangled in. They will have to be dealt with 
  soon, whether he likes it or not. 
  Cups/Odd 
  Ace (One) of Cups: Your uncle has just named you heir over 
  your brother and his own son. You gain a 1-point Inheritance 
  Advantage (which may be raised with Hero Points) and a 1-point 
  Nemesis Background. 
  Two of Cups: People have always found you riveting. Making 
  friends and lovers has always been easy for you, but so has 
  making enemies. Just recently, though, your love has abandoned 
  you for your enemy. Gain the Dangerous Beauty Advantage, a 1-
  point Lost Love Background, and a 1-point Nemesis Background. 
  Three of Cups: After deciding to pursue life as a bogatyr, you 
  thought you would have to wander a great deal before finding 
  patronage, but you have found an employer who values your 
  service. Gain a 4-point Patron Advantage and a 1-point Vow 
  Background. 
  Four of Cups: You spent last winter working outdoors. It was 
  grueling work, but it seems to have thickened your skin. Gain the 
  Toughness Advantage. 
  Five of Cups: Six months ago you woke up in the middle of a 
  Tibesti caravan with no memory of your past. The Tibesti took 
  you in but they had no idea who you were. Gain a 1-point 
  Fhideli Connection Advantage and a 1-point Amnesia 
  Background. 
  Six of Cups: You recently made some new friends, but they 
  aren’t well liked. Their reputation seems to be rubbing off on 
  you. Gain the Scoundrel Advantage. 
  Seven of Cups: Six months ago you were accused of a serious 
  crime. As a result, you spent a great deal of time in a very dark 
  prison cell before your innocence was proven. Gain the Keen 
  Senses Advantage. 
  Eight of Cups: You always had a soft heart. Last week you 
  helped out a poor servant in need. You didn’t know he was a 
  thief who stole several valuable objects from his Master’s home. 
  Now they’re looking for you as well. Gain a 2-point Hunted 
  Background. 
  Nine of Cups: Out of boredom, you recently left home. On your 
  way to Vodacce, you met a Tibesti who bears a striking 
  resemblance to you. The resemblance was uncanny—even your 
  own father would mistake this fellow. Ever since you left his 
  company you’ve been running into people who mistake you for 
  him—and it seems he’s in trouble of some sort. You gain a 3-
  point Mistaken Identity Background. 
  Ten (Zero) of Cups: Design and artistry have been your passions 
  for years. This week you were commissioned to create an 
  impressive public work to be presented at your town’s five 
  hundredth anniversary. It is a great honor and they have given 
  you some of the money up front to pay for supplies. Gain 200 
  Guilders in additional income and a 2-point Obligation 
  Background. 
  Staves/Even 
  Ace (One) of Staves: Just recently you have vowed to serve a 
  Voevod. Your duties remain simple but are clear. Gain a 3-point 
  Vow Background. 
  Two of Staves: You never used to have trouble drinking liquor, 
  but last night you woke up outside your stable and you have no 
  memory of how you got there. Your purse was stolen as well as 
  some family papers of great importance, so now you must track 
  down the thief. Gain a 1-point Hunting Background. 
  Three of Staves: You have a gift for making mountains out of 
  molehills that Matushka might even envy. Just recently, your 
  beloved tried to kill you—and this isn’t the first crazy thing life 
  has thrown at you. You have the Foul Weather Jack Advantage 
  with the Background of your choice. 
  Four of Staves: You spent this last winter with those wandering 
  people, the Tibesti. They have a very interesting outlook on life 
  and you have struck up a fine rapport with them. Gain a 1-point 
  Tibesti Connection Advantage. 
  Five of Staves: A brawl in an inn turned more violent than you 
  had anticipated, and now you’re wanted by a boyar for the death 
  of one of his retainers. Gain a 3-point Hunted Background. 
  Six of Staves: After helping a traveler to fight off some brigands, 
  in gratitude he gifted you with a thin bladed dagger (he called it a 
  “dirk” in his foreign tongue). You gain a MacEachern Blade. 
  MacEachern blades have the power to damage supernatural 
  creatures. 
  Seven of Staves: As a bogatyr you have lately been bound to 
  serve a powerful family. In addition to your other duties, your 
  lord has charged you with a long-term mission: find his daughter, 
  who disappeared from her rooms almost ten years ago. You gain 
  a 2-point Hunting Background. 
  Eight of Staves: After many years of study and dedication you 
  have finally earned your place in the world. Gain the Ordained 
  Advantage. 
  Nine of Staves: You’ve been working hard in the fleet for years 
  and your dedication has finally paid off. You gain the Ship 
  Ownership Advantage. 
  Ten (Zero) of Staves: Inadvertently, you have irritated the wrong 
  person. Just what they intend to do about it remains to be seen. 
  You gain a 1-point Nemesis Background. 
  Future 
  These are events that are looming in your Hero’s future. They 
  may have been caused by choices he made in his past or the 
  choices he has yet to make. These predictions are all 
  purposefully vague. Your GM will work out the specifics of how 
  they come into play. 
  Cups/Odd 
  Ace (One) of Cups: A passion to last a lifetime will come to 
  you. (Romance 2) 
  Two of Cups: Sometimes those who are most like you can only 
  inspire you to greater heights. (Rivalry 2) 
  Three of Cups: You must face your fears if you are to survive. 
  (Fear 2) 
  Four of Cups: Sometimes being indebted to someone can be 
  good. (Debt 1) 
  Five of Cups: Sometimes, losing a friend will break your heart; 
  other times it inspires great heroism. (Vendetta 1) 
  Six of Cups: You will receive an invitation to join something 
  larger than yourself. (Membership Advantage) 
  Seven of Cups: Romance may not be a good project for you. 
  (Lost Love 2) 
  Eight of Cups: Revelations do not come easily. (True Identity 2) 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 35 
  Nine of Cups: Proving your innocence is sometimes difficult. 
  (Hunted 2) 
  Ten (Zero) of Cups: When friends turn to foes it is wise to start 
  choosing your enemies. (Nemesis 2) 
  Staves/Even 
  Ace (One) of Staves: Only perseverance will help you find what 
  you’re looking for. (Hunting 2) 
  Two of Staves: Life presents unexpected twists. (Mistaken 
  Identity 2) 
  Three of Staves: Business acumen can earn you more than 
  wealth. (Nemesis 2) 
  Four of Staves: Someone will find you worthy. (Inheritance 
  Advantage) 
  Five of Staves: There is very little that cannot be undone. 
  (Curse 2) 
  Six of Staves: Recognition comes with responsibility. 
  (Obligation 2) 
  Seven of Staves: Someday all will know your worth. (Citation 
  Advantage) 
  Eight of Staves: Look for friends in unexpected places. .(Tibesti 
  Connection Advantage) 
  Nine of Staves: Give your trust If you wish to receive it. (Vow2) 
  Ten (Zero) of Staves: Everyone strives for something. 
  (Defeated 2) 
  Vendel/Vesten 
  Neither of these two nations utilize the standard Sorte Destiny 
  Spread. Vesten use rune draws to determine their Destiny, while 
  Vendel refer to the stars via astrology to achieve the same goal. 
  Because of the difference in mechanics used, at this stage, refer 
  to your GM to determine your Destiny Spread for Heroes of this 
  Country of Origin. 
  Vodacce 
  Vodacce has a strong affinity for the suits of Coins and Cups: 
  Coins because of their strong trading ties throughout Théah, and 
  Cups because of the web of emotions and deceit that runs 
  throughout the nation. 
  Past 
  These are the events that have shaped your Hero and made him 
  who he is. Some of them may still hang over his head. 
  Coins/Odd 
  Ace (One) of Coins: When you were a child, you received a gift 
  of money by a noble to be held in your name until you were 
  older. Your starting income is increased by 500G. 
  Two of Coins: You have been betrothed to someone who is not 
  certain of their feelings for you. Sometimes they seem to love 
  you; other times they seem to hate you. You receive a 3-point 
  Betrothed Background for free. 
  Three of Coins: You have found that you have a great deal of 
  talent in a particular craft, and you enjoy practicing it. You 
  receive the Merchant Skill for free. In addition, whenever you use 
  the Basic Knack that you chose to receive for free when taking 
  the Skill, you receive a Free Raise to your roll. 
  Four of Coins: You found early on that you enjoy having 
  money—not because of what it can bring you, but because of the 
  feeling you get when you hold it in your hands. If you take the 
  Greedy Hubris (which you may choose to do now if you haven’t 
  already done so yet, replacing any different Hubris you may have 
  chosen, and meaning you can’t also have a Virtue, as usual) you 
  receive 15 HP instead of 10 HP. In any event, your starting 
  income is increased by 50G. 
  Five of Coins: You once unintentionally angered a Fate Witch, 
  and she cursed you to be unlucky with money. You start out with 
  two Coins Curse dice (see the Sorte Sorcery rules). In addition, 
  you receive a 1-point Nemesis Background with a Fate Witch for 
  free. If you purchase the Free Agent Advantage, ignore the Curse 
  dice. 
  Six of Coins: You once offered charity to a poverty-stricken 
  family. In return, they asked you to take their daughter as a 
  servant. Your starting income is halved. However, if you take the 
  Vodacce Valet Advantage, then your Valet has Full-Blooded 
  Sorte in addition to her normal abilities. 
  Seven of Coins: One day while browsing the library, you came 
  across a book that explained the mechanics of acquiring and 
  holding on to power, something very near and dear to your heart. 
  You have taken the book’s philosophy to heart and become one 
  of its most skillful practitioners. If you purchase the Scarovese 
  Advantage, your Reputation can drop 10 points lower again than 
  the Advantage would normally allow before you become a 
  Villain. 
  Eight of Coins: When you were young, you fell in love with 
  another bright-eyed Vodacce. Unfortunately, they’ve since been 
  betrothed to someone they hate, and you find yourself in the 
  same situation. You receive a 2-point Betrothed Background and 
  a 3-point Romance Background for free. 
  Nine of Coins: Your great-aunt, a powerful Fate Witch while she 
  was still alive, presented you with a beautiful sword while you 
  were young, and it has saved your life many times since, 
  sometimes seeming to have a life of its own as it twists in your 
  hand to parry an incoming attack. You receive a 6-point Twisted 
  Blade Advantage (with three Destiny dice) for free. 
  Ten (Zero) of Coins: You are ambidextrous. You never suffer an 
  off-hand penalty, no matter which hand you fight with, and you 
  receive the Left-handed Advantage for free. 
  Cups/Even 
  Ace (One) of Cups: Your family has always been devoutly 
  religious, and you are no exception. You receive the Faith 
  Advantage for free. 
  Two of Cups: One of your closest friends has grown up to be a 
  Governor, and the two of you still visit with one another 
  frequently. You receive a 3-point Connection with the Governor 
  of a city for free. 
  Three of Cups: You never lacked friends while growing up. You 
  receive two 2-point Connections and one 1-point Connection for 
  free. 
  Four of Cups: Early on, one of the Vodacce Princes saw your 
  potential and made you a member of his Hand. On one occasion, 
  you saved his life, and your Prince does not forget such deeds. 
  You receive the Membership: Lord’s Hand Advantage for free. 
  Five of Cups: When you were barely grown up, your parents fell 
  upon hard times and you had to become a courtesan in order to 
  support your family. Your family’s finances have since 
  recovered, and you learned a lot from the experience about 
  Vodacce nobility. You receive the. Courtesan Skill and two 2-
  point Connections for free. 
  Six of Cups: Your family has always had a distinguished lineage, 
  and you can capitalize on that if you so desire. You receive a. 5 
  HP discount on the Noble Advantage (f you decide to purchase 
  it. 
  Seven of Cups: When you were born, the Fate Witches were 
  unable to foretell your future, and their powers don’t work right 
  on you. This caused them some distress, but you’ve since often 
  
  PAGE 36 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  used it to your own advantage. When Sorte magic is used on you, 
  roll a die to determine what type of strand the Fate Witch has 
  actually affected (1-2 Cups, 3-4 Coins, 5-6 Swords, 7-8 Staves, 
  9-0 None). Do not make a destiny card for your Future. 
  Eight of Cups: You have traveled widely and seen things that 
  most people your age only dream of. You never suffer the -2 
  unkept die penalty for being in a strange city or culture, and you 
  receive 4 HP to spend on foreign Languages. 
  Nine of Cups: Growing up, you found that sharp senses and an 
  awareness of your surroundings were your most reliable 
  protection in Vodacce. You receive the Keen Senses and Combat 
  Reflexes Advantages for free. 
  Ten (Zero) of Cups: When you were a child, a Fate Witch 
  cursed you to “live in interesting times”. Since then, events have 
  swirled around you, usually out of your control. You receive the 
  Foul Weather Jack Advantage for free. 
  Present 
  These events represent situations that your Hero could find 
  himself currently entangled in. They will have to be dealt with 
  soon, whether he likes it or not. 
  Coins/Odd 
  Ace (One) of Coins: Recently, you discovered talents you never 
  knew you had. You receive two Skills of your choice for free. 
  Two of Coins: Lately, you’ve had more romance than you can 
  handle. Three separate people have shown interest in you, and 
  you’re not sure which of them you actually like the best. You 
  receive three 1-point Romance Backgrounds for free. 
  Three of Coins: Your hard work has been noticed by your 
  superiors, and they intend to reward you for it. Your monthly 
  income is doubled for three months. 
  Four of Coins: You have recently come into a great deal of 
  money. Technically, you should’ve shared it with one of your 
  relatives, but you chose instead to keep it all for yourself. You 
  receive a 3-point Inheritance Advantage and a 2-point Rivalry 
  Background for free. 
  Five of Coins: You’ve been through some hard times recently, 
  but you’ve come out of them stronger than ever. You receive the 
  Toughness Advantage for free. 
  Six of Coins: Recently, a handsome man saved you from certain 
  death, and the two of you became friends. He has invited you to 
  join his organization, but you have yet to give him an answer. 
  You may take the Membership: Rose and Cross Advantage for 
  free. If you choose not to, you receive a 3-point Connection 
  within the Knights. 
  Seven of Coins: You have received the position of Governor in 
  your town. However, now that you have risen to a position of 
  such notoriety, you are more frightened than ever that your 
  family’s taint will be discovered. You receive the Governor 
  Advantage and a 2-point Lorenzo Background for free. However, 
  you must have an Arcana, and this will be your Weakness as a 
  Hubris; you cannot choose your Strength as a Virtue. 
  Eight of Coins: Just last week, you were in a duel with a noble, 
  and he brought a Fate Witch to the duel. Halfway through, she 
  started to tug on your strands, then screamed and fled into the 
  night. You have a Fear Rating of 3 with respect to Fate Witches. 
  When they look at your strands, they always see a Black Strand 
  stretching from you to them. It is up to the GM to determine the 
  reason for this. 
  Nine of Coins: You have blossomed into a very attractive 
  person. You receive the Above Average Appearance Advantage 
  for free. 
  Ten (Zero) of Coins: Your family ensured that your education 
  was the most complete they could give you. You receive both the 
  Academy and University Advantages for free. 
  Cups/Even 
  Ace (One) of Cups: You have recently joined the clergy. You 
  receive the Ordained Advantage for free. 
  Two of Cups: A wealthy friend of yours has recently given a 
  servant to you. This friend pays the servant’s wages, and takes 
  care of everything the servant needs. You receive a 2-point 
  Connection and the Servant Advantage for free. 
  Three of Cups: You have found that building a reputation as a 
  dangerous rebel has increased the number of people pursuing 
  romantic relations with you. You receive both the Scoundrel and 
  the Dangerous Beauty Advantages for free. 
  Four of Cups: You have recently been made two very tempting 
  offers, but you can only accept one of them. You receive either a 
  5-point Inheritance or Membership in a Secret Society of your 
  choice. 
  Five of Cups: An older Vodacce recently took you under their 
  wing and taught you everything he knew about his trade. You 
  receive a Skill of your choice and 3 HP to spend in it for free. 
  Six of Cups: After recently joining the military, you’ve acquired 
  a stubborn streak that makes you unpopular with your 
  commanders. You receive the Indomitable Will Advantage and a 
  2-point Commission Advantage for free. 
  Seven of Cups: You have always been an extremely intelligent 
  and versatile person, and that strength has recently come to the 
  forefront of your personality. You receive both the Legendary 
  Trait (Wits) and Linguist Advantages for free. 
  Eight of Cups: One of the Princes has taken a personal interest 
  in you, and taken you under his wing. You receive an 8-point 
  Patron for free, but you must beware the political machinations 
  of the other Princes. 
  Nine of Cups: Recently, you performed a valiant deed that 
  everyone’s talking about. You receive the Citation Advantage for 
  free. 
  Ten (Zero) of Cups: You’ve heard that a suitor of yours has 
  hired a Fate Witch to make you fall in love with them. You’ll 
  have to stay on your guard against any manipulation of your 
  emotions. You receive a 2-point Romance Background. You don’t 
  particularly like your suitor, who has a Vodacce Valet with Full-
  Blooded Sorte magic. 
  Future 
  These are events that are looming in your Hero’s future. They 
  may have been caused by choices he made in his past, or choices 
  he has yet to make. These predictions are all purposefully vague. 
  Your GM will work out the specifics of how they come into play. 
  Coins/Odd 
  Ace (One) of Coins: Gifts are often wrapped in strings. 
  (Obligation 2) 
  Two of Coins: Be careful what you agree to. (Betrothed 2) 
  Three of Coins: You will soon meet a tall, dark stranger. 
  (Romance 2) 
  Four of Coins: Learn to let things go. (Hunting 2) 
  Five of Coins: Keep your hands off other peoples’ property. 
  (Hunted 2) 
  Six of Coins: Words once spoken cannot be recalled. (Code of 
  Honor 2) 
  Seven of Coins: Secrets have a way of becoming common 
  knowledge. (Lorenzo 2) 
  Eight of Coins: Embark on spiritual journeys only with caution. 
  (Vow 2) 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 37 
  Nine of Coins: Choose, and choose soon. (Romance 1 and 
  Betrothed 1) 
  Ten (Zero) of Coins: Your family is always there for you, so be 
  sure to return the favor. (Obligation 2) 
  Cups/Even 
  Ace (One) of Cups: The Church will soon take someone from 
  you. (Lost Love 2) 
  Two of Cups: Be careful how you behave around your friends. 
  (Rivalry 2) 
  Three of Cups: A dark force moves through your life sowing 
  discord. (Nemesis 2) 
  Four of Cups: Temptation is best resisted, but giving in doesn’t 
  mean the end of the world. (Defeated 2) 
  Five of Cups: You will soon agree to something you’ll regret 
  forever. (Obligation 1 and Debt 1) 
  Six of Cups: You are not what you seem. (True Identity) 
  Seven of Cups: People see what they want to see. (Mistaken 
  Identity) 
  Eight of Cups: Your heart will cross blades with your mind. 
  (Vendetta 1 and Romance 1) 
  Nine of Cups: Keep your opinion to yourself. (Cursed 2) 
  Ten (Zero) of Cups: Ignorance is bliss. (Amnesia 2) 
  Vodacce Heroes and Destiny Spreads 
  Vodacce Heroes are more tied to the strands of Fate than most. 
  In fact, the Fate Witches have been tinkering with the strands for 
  so long that plots started over a century ago may suddenly come 
  to fruition with the aid of a Vodacce Hero. These plots culminate 
  in what’s known as a Fate Knot, and each Vodacce Hero secretly 
  has one of these Knots urging him or her onwards towards their 
  Fate. Only Vodacce Heroes with the Unbound Advantage are 
  exempt from this. 
  Fate Knot Chart 
  For each Vodacce Hero who used the Destiny Spread and who 
  doesn’t have the Unbound Advantage, the GM rolls a die and 
  consults the following chart, recording the result secretly: 
  1-2 Betrayal: The Hero is Fated to betray someone close to him. 
  Whoever created this Fate Knot hated the person he will betray 
  and wants them to suffer greatly. 
  3-4 Murder: The Hero is Fated to kill someone he may or may 
  not know. Whoever created this Fate Knot is using the Hero as a 
  tool to get rid of an enemy. 
  5-6 Justice: The Hero is Fated to solve a mystery. In doing so, he 
  will discover that someone close to him was the culprit, and did 
  something abominable in the past. Whoever created this Fate 
  Knot wants vengeance, and is using the Hero’s friendship to 
  make the criminal pay for his crime. 
  7-8 Discovery: Something that is lost will be discovered by the 
  Hero. However, whoever created this Fate Knot wants the object 
  back, and plans on reclaiming the object as soon as the Hero 
  recovers it. 
  9-0 Task: The Hero is Fated to perform a specific task, such as 
  pulling a sword out of a stone, breaking a thousand-year-old 
  curse, or rescuing a captive. Obviously, whoever created this 
  Fate Knot will benefit from the successful completion of the 
  task. 
  Fate Knots in the Game 
  A Fate Knot is an event that the Hero is secretly being pushed 
  towards. In 7th Sea, this works something like a Hubris that the 
  Hero can’t oppose, and isn’t even aware of. You as the GM 
  should spend a Drama die whenever you introduce an element to 
  your campaign that urges the Hero towards his Fate. This 
  includes side adventures that help set the stage, characters who 
  will be involved in the final act, and items that the Hero must 
  have for the plot to complete itself. These dice aren’t lost: they’re 
  merely stored up until such time as you’ve spent enough of them 
  to close the trap (15 or more). During the session you’ve decided 
  to bring the character’s Fate Knot to a conclusion, take those 
  spent Drama dice and add them to your normal pool for the 
  session. If the players complain, thank the player whose Hero is 
  about to meet his Fate, and point out the warning under the 
  Vodacce Destiny Spread to them. 
  During this session, you can do the following special things 
  with your Drama dice: 
  Cancel: (1 Drama die) You may cancel one Drama die spent by 
  the Fated Hero. 
  Failure: (1 Drama die) When the Fated Hero attempts an Action, 
  roll an exploding die. Subtract your roll from the Hero’s die roll. 
  Catastrophe: (2 Drama dice) Something goes horribly wrong 
  near the Fated Hero. This could be anything from the Hero’s ship 
  springing a leak to the Hero stumbling backwards into the person 
  he was defending… and accidentally pushing them over the edge 
  of a cliff. These catastrophes shouldn’t kill or maim Heroes or 
  other characters out of hand—merely make the Hero work harder 
  to avoid that eventuality. 
  
  PAGE 38 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  SKILLS 
  Skills represent the training your Hero has acquired. If Traits 
  define who your Hero is, then Skills define what he knows. 
  Unlike Traits, not everyone has the same Skills. Just as everyone 
  lives a different story, we all learn different lessons, even from 
  similar experiences. 
  Skills are divided into two categories—Martial and Civil 
  Skills. Martial Skills are learned in military academies and are 
  generally used in time of war, or at least in duels. Civil Skills, on 
  the other hand, are those learned and used in less combat-
  orientated situations. 
  When your Hero purchases a Skill, he picks up a wide range of 
  abilities. After all, when he attends a military academy, he learns 
  more than just how to command; he learns to position artillery, to 
  surprise the enemy, and to incite the men to fight more 
  effectively. These “minor Skills” are called Knacks. Skills 
  themselves do not have Ranks like Traits, but Knacks do. In that 
  sense, Heroes who have trained under the same merchant, for 
  example, can learn different lessons and come away with 
  completely different abilities. 
  Example: Two Heroes apprenticed under the same blacksmith 
  could have Merchant Skills that look something like this: 
  • First Hero (Merchant): Blacksmith 3, Appraising 2 
  • Second Hero (Merchant): Blacksmith 3, Haggling 2 
  Skills have two kinds of Knacks—Basic and Advanced. In the 
  previous example, Blacksmith is a Basic Knack, while Appraisal 
  and Haggling and Advanced Knacks. Basic Knacks are abilities 
  you pick up with only rudimentary training. Advanced Knacks 
  are a little more sophisticated and specialized, and sometimes 
  provide you with additional abilities. 
  Purchasing Skills 
  Unless otherwise stated, when you purchase a Skill, it costs 
  2 HP and you get +1 Rank in each of the Basic Knacks listed 
  under that Skill. Certain Skills, like Artist and Merchant, modify 
  this cost structure. You cannot buy any Knack without first 
  buying the associated Skill. 
  Additional Basic Knack Ranks (to a maximum of Rank 3) cost 
  1 HP each. Advanced Knack Ranks (to a maximum of Rank 3) 
  cost 3 HP each. After Hero Creation, Advanced Knacks are the 
  same cost to increase as Basic Knacks—effectively 3 HP each. 
  It is worth noting that some Advantages change the cost 
  structure of Skills and Knacks, and should be considered if you 
  are interested in playing a “well rounded” Hero. 
  Combining Knacks 
  When purchasing Skills, watch to see if any two Skills give 
  you the same Knacks. Two Knacks are considered the same as 
  long as they have the same name and there isn’t a different 
  weapon or fighting style listed in parentheses after each. 
  Example: Footwork is the same under both Pugilism and 
  Athlete, but Attack (Fencing) and Attack (Knife) are different 
  Knacks. 
  If a Skill lists a Knack that you already have, consider it an 
  increase to that Knack—not a separate knowledge of it. You can 
  gain up to 3 Ranks in this way—any additional Ranks in excess 
  of 3 are lost. No Hero may start the game with more than 3 
  Ranks in a given Knack. 
  Example: For instance, Singing is listed under both the 
  Performer and Artist Skills. If you took it under Artist, it would 
  be Rank 2, and again from Performer would be another +1 
  Rank—therefore giving you Rank 3. If you took another Skill 
  that gave you Singing, you would lose the 4th Rank—the highest 
  Knack Rank you can have is 3 when starting play. 
  Civil Skills 
  Civil Skills encompass everything you do that does not involve 
  combat. 
  Acrobat 
  Similar to Performer, the Acrobat Skill represents the ability to 
  perform dexterous feats such as tumbling, tightrope-walking, and 
  juggling. Though primarily intended as a form of entertainment, 
  the Acrobat Skill can come in handy during more pressing 
  circumstances, such as the need to cross a chasm using only a 
  thin line or the ability to leap from a building with minimal 
  harm. 
  Basic Knacks 
  Balance: When the ship tosses in stormy seas and the Captain 
  tells you to climb the rigging and secure a mast, the Balance 
  Knack will save your life. Quite simply, it’s the Knack of not 
  falling down, even under adverse conditions. This is used as the 
  Defense Knack for those fighting aboard a ship at sea, or in 
  situations where the footing is uncertain. 
  Footwork: Footwork is the art of putting yourself where your 
  enemy’s weapons aren’t, while on a relatively stable surface. 
  This Knack can be used as your Defense Knack, even if you 
  don’t have a weapon. 
  Advanced Knacks 
  Break Fall: Adventurers tend to do a lot of falling, but you’ve 
  learned how to do it right. You know how to absorb impact with 
  your shoulders and how to roll with the fall (of course, that won’t 
  help you if you fall into a spiked pit). For every Rank in this 
  Knack, one less Damage die is taken when a fall is incurred (to a 
  minimum of zero Damage dice). 
  Circus: You have some training in several of the traditional 
  circus acts: perhaps fire eating, sword swallowing, fortune telling 
  or juggling. Of course, their use has been carefully rehearsed 
  beforehand, and is much less effective on the spur of the 
  moment. Thus, you might be able to juggle to impress a crowd 
  using this Knack, but could not easily (and intuitively) snatch a 
  knife thrown by an assassin out of the air. Circus may replace 
  any Athlete Knack at a +10 to +20 TN penalty. 
  Contortion: A performer with this Knack can bend and twist his 
  body into shapes that Theus surely never intended. While 
  primarily used to amaze and amuse an audience, the character 
  may also use this to get into or out of tight spots. 
  Juggling: This Knack is very easy to learn, but can still astound 
  the uninitiated. It represents your Hero’s ability to keep a number 
  of objects in the air, seemingly defying gravity. Juggling three 
  balls is easiest, with a TN of 10. More difficult tricks (such as 
  more items, larger, oddly shaped, or even dangerous items, or 
  complicated maneuvers) count as calling a Raise for each new 
  factor added to the trick. 
  Example: Juggling five knives one-handed would require 4 
  Raises (one for each item over three, one for the danger, and one 
  for one-handed). 
  Leaping: You can jump higher and farther than most people. 
  This can often come in handy when exploring dusty tombs or 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 39 
  fleeing across rooftops. You use this Knack as your Defense 
  Knack while Leaping. 
  Lifting: There’s a right way and a wrong way to lift heavy 
  weights. Do it the wrong way, and you’re liable to hurt yourself 
  quite badly. This Knack allows you to lift great weights with less 
  risk to yourself. 
  Rolling: Whether sliding or rolling across the floor, this is the 
  Knack you use. This can be handy to use tables momentarily as 
  cover, or slip under a descending wall. While sliding or rolling, 
  you use this Knack as your Defense Knack. 
  Stunt: One of the most important aspects of an acrobatic 
  performance is the teamwork and precision with which the 
  entertainers move. A character with this Knack has learned to 
  depend upon, and be depended on, when it comes to timely 
  catches, throws, and assists. 
  Swinging: You have learned to swing adroitly from ropes, 
  chandeliers, etc. If someone attacks you while you are in mid-
  swing, you must use this Knack as your Defense Knack. 
  Archæologist 
  Restrictions: Only available to those with the Membership: 
  Secret Society (Explorer’s Society) Advantage; Not available to 
  Vaticine scholars 
  While other scholars dabble with the knowledge left behind by 
  the Syrneth, Archæologists are scholars specialized in the study 
  of the old races. 
  Basic Knacks 
  Excavate: This is the ability used by the Archæologists and 
  diggers of Théah to unearth and discover the items of the past. 
  Any old pirate can dig a hole in the ground and drag out a chest, 
  but that’s not what this Knack represents. It indicates how 
  carefully and how quickly a character can remove the 
  surrounding medium from an object. In addition to the physical 
  grubbing around in the earth, Archæologists and their 
  counterparts are able to date an object which they have 
  unearthed, or at least seen in situ themselves. Use this Knack for 
  this purpose. If the item has been taken away from the site, then 
  the History and Research Knacks are more appropriate for 
  uncovering its story. 
  Excavate should be used when it’s important to get at an object 
  trapped within another substance and not damage their value, 
  either with the Finesse or Wits Traits, depending on the exact 
  situation. This means, without damaging beyond what’s 
  necessary, either the item itself, or the substance it’s embedded 
  in. This could mean a simple ceramic jug from some silt bed, to 
  an ancient sword blade in a piece of equally valuable marble 
  facade. 
  Occult: With the occult, there is precious little hard knowledge 
  to be learned. You have acquired some of it and know how to use 
  it, be it a trivial fact about a certain brand of sorcery or the 
  solution to an ancient puzzle. 
  Research: What is unknown can prove to be the most valuable 
  part of any endeavor, and you know how to ferret out vital 
  information. You have studied the ways that knowledge is 
  gained—where to look and who to ask. 
  Society Lore (Explorer’s Society): This Knack represents your 
  knowledge of the associated Secret Society, its members, 
  activities and secrets. The higher your Knack Rank, the more 
  secrets are made available to you. 
  All characters with the Membership: Secret Society Advantage 
  can purchase this Knack as a Basic Knack for their particular 
  Society. You must have the appropriate Membership: Secret 
  Society Advantage in order to learn this Knack. 
  Advanced Knacks 
  Artifact Evaluation: One of the most important Knacks an 
  Archæologist can have is the ability to determine the function of 
  a Syrneth artifact. Using this Knack, the Archæologist plays 
  around with the device in the hopes of getting a response. This is 
  a Wits+Artifact Evaluation [20] roll. Failure means that the 
  artifact has backfired on the Archæologist, with varying effects 
  determined by the GM. Success reveals one function of the 
  device—of course, if it was a one-shot function, then it’s wasted. 
  Every Raise reveals an additional function. A Wits+Artifact 
  Evaluation [15] roll will reveal the device’s area of origin. 
  Syrneth Lore: While Occult is the study of Sorcery, Syrneth 
  Lore represents your knowledge of the old races. With even a 
  single Rank in this Knack, you know that there were more than 
  one old race, and even know some of their names. 
  Trap Lore: The Syrne were very careful with their valuables. 
  This Knack is used to both spot and avoid traps by adding unkept 
  dice to the Perception check to spot a trap. 
  Example: A Hero with Wits 2 and Trap Lore 3, has a Perception 
  check of 5k2 to spot traps. 
  Arsonist 
  It takes more than just lethal intentions and a barrel of 
  gunpowder to demolish a building. You have to know where to 
  plant the explosives, how a fire might spread, and what points 
  are most vulnerable to attack. Arsonists have a strong 
  understanding of flammable chemicals and combustibility, as 
  well as things like building foundations and load-bearing walls. 
  While a Bomb-maker can construct the explosives, the Arsonist 
  knows where to put them to cause the most damage. 
  Basic Knacks 
  Mathematics: “Numbers define the world,” they say, and you 
  are sure that they’re right. Measurements, navigation, troop 
  movements and even trade negotiations all require math. Isn’t it 
  fortunate that you paid attention in class? Mathematics can be 
  used to calculate dimensions (height, distance, time elapsed, 
  depth, weight, etc.). It is also useful to know this Knack when 
  calculating how far you have to run to beat an explosion. 
  Street Navigation: Racing through the streets at night is no time 
  for you to acquaint yourself with the layout of the city. Without 
  this Knack you may quickly find yourself lost or cornered in a 
  dead end alley. Successful Street Navigation rolls will grant you 
  information about the locale, as determined by the GM. You are 
  at a two unkept dice penalty when using this Knack in a city that 
  you are unfamiliar with. 
  Advanced Knacks 
  Architecture: You understand the structure of buildings, from 
  the barest mud huts to the grandest Vaticine cathedrals. You 
  know how to construct a building to specification, and how to 
  direct other men in the task. Using this Knack allows you to 
  locate foundations, stress points, and other vital information 
  about a building. It may even allow you to determine if there is a 
  hidden room or passage in the building, although it cannot tell 
  you how to access it. 
  Cartographer: You are capable of making reasonably accurate 
  maps using a set of Cartographer’s tools. Reliable maps can fetch 
  a high price if sold to the right buyer. Success with this Knack 
  results in legible, accurate maps of oceans or coastlines. Failure 
  might send the ship using them hurtling mercilessly into the 
  Seventh Sea… 
  For those who also have the Architecture Knack, it can be used 
  on a smaller scale: drawing the layout of a building or other 
  edifice, and pointing out where the weaknesses are. In this case, 
  
  PAGE 40 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  your Cartographer Rank is limited by your Architecture Rank 
  (use the lower of the two). You must spend at least 2 hours 
  observing the building in order to draw a map of it; if you cannot 
  enter the building, the GM may assign a –5 to –10 TN penalty to 
  reflect the lack of knowledge of the building’s interior. Success 
  with this use of the Cartographer Knack creates a legible, 
  accurate map of the building. Failure could give you a flawed 
  map that leaves you trapped in a blind corner as the guards close 
  in… 
  Conceal: A woman with a dagger in her bodice has a means of 
  defense, even though she may appear helpless. If you wish to get 
  a pistol into a well-guarded ballroom, plant a powder keg where 
  it won’t be found until it goes off, or smuggle a lockpick into a 
  jail cell, you need this Knack. Conceal is the ability to hide 
  objects where they won’t be easily found. To use this Knack, you 
  must first make a Simple roll with it. The result becomes the TN 
  for anyone nearby attempting to see through the concealment. 
  Anyone specifically searching you or the concealed area, 
  receives a Free Raise. Objects hidden in dark or hard-to-reach 
  places add +5 to the TN. 
  Natural Philosophy: Natural philosophy is the study of both 
  chemistry and physics. You have an understanding of the 
  (mostly) immutable laws that govern the physical world, such as 
  gravity and inertia. You can create compound chemicals such as 
  acid, gunpowder, or weak steel, provided you can remember the 
  formulas. This Knack can also be used to determine if some 
  strange occurrence of physics or chemistry is of natural or 
  magical origin. 
  Artist 
  You specialize in one of the fine arts, perhaps composing love 
  sonnets for your beloved or painting portraits for the nobility. 
  Artists are a special breed and can make a living with their work, 
  which has the potential to elicit emotion and manipulate the 
  masses, or focus upon one individual and change his heart 
  forever. 
  Hero Creation: When you buy this Skill, you do not receive all 
  the Basic Knacks at Rank 1. Instead, you receive 1 Basic Knack 
  at Rank 2. You may purchase additional Basic Knacks for 1 HP 
  each. 
  Basic Knacks 
  Composer: Within your mind flow endless streams of melody, a 
  gift from Theus few can master. This training is the first step 
  toward that goal, including knowledge of tempo, harmony, 
  instrumentation, and a host of other elements. 
  Drawing: A piece of chalk or charcoal can become the tool that 
  you use to bring your imagination to life. Ancient runes or 
  carvings can be copied with accuracy or a delicate flower can be 
  sketched for a lady friend. 
  Musician (Instrument): When playing your selected instrument, 
  you can transport your audience to other worlds, or evoke a 
  range of sentiment from sheer ecstasy to bitter tragedy. No 
  dinner party is ever closed to those skilled at an instrument. 
  Sculpting: Your hands can mold soft clay or hard marble into 
  sculptures capable of conveying not only the image of a person 
  or an object, but its presence and bearing as well. In the hands of 
  a talented sculptor, a statue can entice the eye like no simple, 
  two-dimensional portrait. Skilled sculptors are approached with 
  work not only by the nobility, but frequently by the Church as 
  well. 
  Singing: A voice as clear as crystal is only part of your secret. 
  Breath control and enunciation count for just as much. This 
  Knack gives you the training to use your voice to the fullest. 
  Writing: Your quill flies across the page with the gift of prose, 
  setting down words that can entertain the reader, outrage the 
  nobility, or call the people to arms. Your words can turn beggars 
  into kings or topple the most entrenched tyrants. This Knack 
  encompasses poetry, plays, and other written works. 
  Advanced Knacks 
  This Skill has no Advanced Knacks. 
  Bard 
  Restrictions: Avalon only 
  Bard Heroes wander the Avalon countryside seeking 
  adventures, stories, and the world’s riddles. While they descend 
  from the Druids, one does not have to be a Druid in order to 
  practice the Bard Skill. Musicians and storytellers are as plentiful 
  as grain. 
  Basic Knacks 
  Etiquette: While it might be acceptable to throw the bones of 
  your meal upon the floor in some regions, it is certain that other 
  nobility would faint upon seeing some ruffian throw a greasy 
  bone on their new rug. You have learned the niceties of events 
  sponsored by the nobility and can avoid such social faux pas. 
  When using this Knack in a place where you are unfamiliar with 
  the customs, you are at a two unkept dice penalty. 
  History: More than just knowing what has come before, history 
  has a great many lessons for those willing to listen. Tragic 
  military defeats have been transformed into glorious victories by 
  a schooled historian, and more than a few of them have learned 
  from failed political maneuvers as well. You know the ways of 
  the past and how to learn from them today. 
  Oratory: Sweet words of praise flow as easily from your lips as 
  whispered words of poison. Oratory allows you to convince your 
  listeners more easily of the truth of any argument. Oratory may 
  be used in place of the Diplomacy, Mooch, Politics, Sincerity, 
  Storytelling, Bribery, Socializing, or Incitation Knacks with a 
  +10 to +40 TN penalty. 
  Singing: A voice as clear as crystal is only part of your secret. 
  Breath control and enunciation count for just as much. This 
  Knack gives you the training to use your voice to the fullest. 
  Advanced Knacks 
  Diplomacy: The art of Diplomacy is the art of peace; words have 
  prevented more wars than guns ever caused. Your soothing 
  reassurances can calm all but the most enraged duelist, and keep 
  your blood where it belongs—in your veins. 
  Herb Lore: You have a strong knowledge of plants, and can tell 
  which ones are edible and which ones have a medicinal value. 
  This is not the same as First Aid, since you cannot bind wounds. 
  However with enough time, and in the proper environment, you 
  can find the right plants to keep from starving or to prevent a 
  wound from becoming infected. 
  Riddles: You understand the nature of riddling and the secret 
  wisdom which riddles impart. This is more than just being able 
  to answer them; it’s realizing the message behind the words and 
  applying it to your own life. 
  Sidhe Lore: You have had experience with the Sidhe; you’ve 
  learned some of their wisdom and know some of their secrets. 
  You can identify different types of Sidhe by the way they look 
  and know how to act in order to stay on their good side. 
  Bomb-maker 
  Bomb-makers know how to manufacture grenades, gunpowder 
  bombs, and other types of explosives—a dangerous and highly 
  technical occupation. Creating a bomb takes the right chemicals, 
  plenty of time, and steady nerves. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 41 
  Basic Knacks 
  Blacksmith: You can forge simple metal utensils and tools for 
  sale. This includes nails, hinges, horseshoes, and axe-heads, 
  among other things (grenade casings, and the like). While a 
  smithy requires a large outlay for tools in the beginning, and 
  certainly isn’t a portable trade (furnace, bellows), it brings in a 
  comfortable income. This Knack may be used with the Lærdom 
  Inscribe ability. For each successful Raise made with this Knack, 
  gain a Free Raise to the Inscribe attempt. 
  Cooper: You can make casks, barrels, and other similar wooden 
  objects, including gunpowder kegs. While not as watertight as 
  metal casings, they do the job for much less. 
  Mathematics: “Numbers define the world,” they say, and you 
  are sure that they’re right. Measurements, navigation, troop 
  movements and even trade negotiations all require math. Isn’t it 
  fortunate that you paid attention in class? Mathematics can be 
  used to calculate dimensions (height, distance, time elapsed, 
  depth, weight, etc.). It is also useful to know this Knack when 
  calculating how far you have to run to beat an explosion. 
  Advanced Knacks 
  Fuses: You know how cannon fuses work and can tell which 
  ones burn faster than others. A fast-burning fuse stands out to 
  you like a sore thumb, and you know how to lengthen a fuse in 
  order to achieve the desired effect. For every Rank you have in 
  this Knack, you may add or subtract one Phase from the burn 
  time of any fuse you have spent at least ten minutes modifying. 
  With long-burning fuses, you may add or subtract one minute per 
  Knack Rank from the burn time. The GM may penalize you as 
  circumstances dictate (you can’t lengthen a short fuse without a 
  replacement, for instance). 
  Natural Philosophy: Natural philosophy is the study of both 
  chemistry and physics. You have an understanding of the 
  (mostly) immutable laws that govern the physical world, such as 
  gravity and inertia. You can create compound chemicals such as 
  acid, gunpowder, or weak steel, provided you can remember the 
  formulas. This Knack can also be used to determine if some 
  strange occurrence of physics or chemistry is of natural or 
  magical origin. 
  Poison: When diplomacy fails and a military victory is 
  impossible, an ounce of arsenic will sometimes suffice. This 
  Knack lets you know what poison to use and how much to 
  administer, as well as how to handle it safely. 
  Captain 
  Captains are similar to Commanders, except for one very 
  important difference. Instead of learning how to fire artillery, 
  which is useless aboard ship, they learn the art of bribery. Armed 
  with that Knack, they’re always ready to handle an unethical 
  harbormaster or a corrupt tariff collector. 
  Basic Knacks 
  Strategy: Strategy lets you formulate battle plans and 
  movements on a large scale. You know when to have your ship 
  turn towards the enemy, and what waters are easiest to defend. 
  This Knack is normally used in Mass Combat. 
  Tactics: Tactics lets you command a group of men in battle, 
  following the orders of your superior (whom you hope has the 
  Strategy Knack). You can get the men to change formation, 
  inspire them to charge the enemy or lead them through firing 
  drills. This Knack is normally used in Mass Combat. 
  Advanced Knacks 
  Ambush: You have learned to spot likely places for an ambush 
  to occur and to watch for signs that people have concealed 
  themselves there. Naturally, this Knack cuts both ways, allowing 
  you to set up an ambush of your own. 
  Bribery: Money, when applied properly, can grease the wheels 
  of bureaucracy, open doors, or cause guards to shift their 
  loyalties. You know where, when, and how much to apply. 
  Cartographer: You are capable of making reasonably accurate 
  maps using a set of Cartographer’s tools. Reliable maps can fetch 
  a high price if sold to the right buyer. Success with this Knack 
  results in legible, accurate maps of oceans or coastlines. Failure 
  might send the ship using them hurtling mercilessly into the 
  Seventh Sea… 
  For those who also have the Architecture Knack, it can be used 
  on a smaller scale: drawing the layout of a building or other 
  edifice, and pointing out where the weaknesses are. In this case, 
  your Cartographer Rank is limited by your Architecture Rank 
  (use the lower of the two). You must spend at least 2 hours 
  observing the building in order to draw a map of it; if you cannot 
  enter the building, the GM may assign a –5 to –10 TN penalty to 
  reflect the lack of knowledge of the building’s interior. Success 
  with this use of the Cartographer Knack creates a legible, 
  accurate map of the building. Failure could give you a flawed 
  map that leaves you trapped in a blind corner as the guards close 
  in… 
  Diplomacy: The art of Diplomacy is the art of peace; words have 
  prevented more wars than guns ever caused. Your soothing 
  reassurances can calm all but the most enraged duelist, and keep 
  your blood where it belongs—in your veins. 
  Gunnery: The pitch and roll of a ship takes a lot of getting used 
  to, especially when trying to fire a cannon on board. Sailors 
  using this Knack have worked out the tricks and timing involved. 
  When artillery, such as a cannon, is fired from on board a ship, 
  the crew commander uses Gunnery for the Attack roll. If the 
  artillery is on land, the commander’s Artillery Knack should be 
  used instead of this one. 
  Incitation: You can inspire men to victory. They listen to your 
  words before and during the battle, and they know that they 
  cannot be defeated. They know that you will make the right 
  decisions, and that they won’t lay down their lives for nothing. 
  This Knack is normally used in Mass Combat. 
  Leadership: Once you have used the Incitation Knack to make 
  men believe in you this Knack will help you live up to your 
  words. You can fit the best man to a task; give advice on how to 
  perform better without getting in their way. This Knack is 
  normally used in Mass Combat. 
  Logistics: Wars often come down to who has the best fed and 
  most rested troops. The Logistics Knack lets you determine how 
  much supplies will be consumed, and how best to get them 
  where they’re needed. This Knack is normally used in Mass 
  Combat. 
  Courtesan 
  Restrictions: Female characters only (men may not learn this 
  Skill) 
  Courtesans are more than simple jennys. Clever, witty, and 
  well-educated, they advise, seduce, and entertain their male 
  clients, providing companionship on every level. They also learn 
  to manipulate others to their advantage, for they lack the 
  protection of family or marriage. Of all the nations, Vodacce 
  courtesans in particular are the most charming to a fault—and as 
  dangerous as they are alluring. 
  Hero Creation: When you buy this Skill, you do not receive all 
  the Basic Knacks at Rank 1. Instead, you receive 3 Basic Knacks 
  at Rank 1. You may purchase additional Basic Knacks for 1 HP 
  each. 
  
  PAGE 42 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Basic Knacks 
  Acting: Slipping in and out of character is your forte. You can 
  pretend to be a member of a different social class, exhibiting the 
  humility of a beggar or the arrogance of a king. Of course, this is 
  much more effective when combined with the proper costume. 
  Acting may be used in place of the Sincerity Knack at a +15 TN 
  penalty. 
  Dancing: You ease your way around the dance floor with grace 
  and poise. Ballroom dancers with great skill are in high demand 
  at noble balls, while ballet dancers can earn a decent living 
  performing at stage shows and paid recitals. 
  Etiquette: While it might be acceptable to throw the bones of 
  your meal upon the floor in some regions, it is certain that other 
  nobility would faint upon seeing some ruffian throw a greasy 
  bone on their new rug. You have learned the niceties of events 
  sponsored by the nobility and can avoid such social faux pas. 
  When using this Knack in a place where you are unfamiliar with 
  the customs, you are at a two unkept dice penalty. 
  Fashion: When appearing before nobility, it is an affront to their 
  gentle senses to be ill-attired. The conscientious courtier keeps 
  careful tabs on the latest trends in fashion, no matter how 
  ridiculous. With enough knowledge, you can quickly throw 
  together a presentable outfit, even if the materials at hand are less 
  than satisfactory. Make a Panache+Fashion [15] roll to gain a 
  Reputation Point (plus one for each Raise made) for a given 
  social event. These Reputation Points leave with the party. 
  Fashion may be used in place of the Disguise Knack (for 
  appropriate costumes) at a +20 TN penalty. 
  Jenny: The courtly art of escort and the less refined variants 
  thereof. Jenny may be used in place of the Seduction Knack at a 
  +10 TN penalty. 
  Masseur: You can give expert massages, a skill often in demand 
  among nobility. Each Raise made gives a Free Raise to a 
  subsequent use of the Seduction Knack by the Masseur on the 
  person being massaged. 
  Unobtrusive: Sometimes a servant’s best Knack is remaining 
  unnoticed while his employer works off a fit of rage. This is not 
  actually hiding, but rather blending in with the background. It 
  plays upon a noble’s tendency to ignore servants, and so works 
  best against them. Like the Stealth Knack, an Unobtrusive roll is 
  used to generate a TN that those about the Servant must make a 
  Contested Wits roll against to notice him. 
  Advanced Knacks 
  Cold Read: This is the art of deducing things about a person 
  from his or her appearance and mannerisms. Handedness might 
  be determined from a callus upon a knuckle, while a nervous 
  twitch could reveal much to an observant eye. With this Knack 
  you can always enter a conversation with at least a little 
  information about the other person. More often than not, this 
  Knack is used in Contested rolls against the Resolve of another, 
  or against one of his Knacks. Each Raise made with this Knack 
  gives a Free Raise to Sorte attempts relating to the same subject. 
  Conceal: A woman with a dagger in her bodice has a means of 
  defense, even though she may appear helpless. If you wish to get 
  a pistol into a well-guarded ballroom, plant a powder keg where 
  it won’t be found until it goes off, or smuggle a lockpick into a 
  jail cell, you need this Knack. Conceal is the ability to hide 
  objects where they won’t be easily found. To use this Knack, you 
  must first make a Simple roll with it. The result becomes the TN 
  for anyone nearby attempting to see through the concealment. 
  Anyone specifically searching you or the concealed area, 
  receives a Free Raise. Objects hidden in dark or hard-to-reach 
  places add +5 to the TN. 
  Gossip: A rumor flies faster than the swiftest arrow and bites 
  twice as deep. Gossips are always near the rumor mill and get the 
  latest news before anyone else, but with this Knack, you also 
  have the ability to determine which are true and which are 
  important. 
  Mooch: With a combination of entertaining conversation, hollow 
  promises, and sheer audacity, you can convince others to provide 
  for your needs. Care must be taken not to do this in one place too 
  long, however, as even the most flattering guest must eventually 
  wear out his welcome. 
  Poison: When diplomacy fails and a military victory is 
  impossible, an ounce of arsenic will sometimes suffice. This 
  Knack lets you know what poison to use and how much to 
  administer, as well as how to handle it safely. 
  Politics: Politics is power, and the truly clever courtier 
  understands this. You can sense the ebb and flow of a noble’s 
  influence and determine whose coattails represent the quickest 
  ride to the top. Make a Wits+Politics [15] roll to determine a 
  noble’s reputation. If the noble is not known to you, or isn’t from 
  your Country of Origin, then add a +5 to +15 TN penalty. 
  Seduction: The breathy whisper of a sultry woman has thrown 
  more than one empire into chaos. Armed with this Knack, you 
  have the potential to be more dangerous to the stability of a 
  nation than a hundred soldiers. Seduction may be used in place 
  of the Jenny Knack at a +10 TN penalty. 
  Sincerity: Even the most adept lie is useless if the listener 
  detects a tremor of fear or a pair of downcast, nervous eyes. 
  While Oratory allows you to utter glib words for entertainment 
  or impact, Sincerity puts the ring of truth behind them, 
  concealing even the most bold-faced lie behind a veneer of 
  honesty. 
  Courtier 
  Courtiers are skilled in the diplomatic arts. As a member of this 
  esteemed profession you can dine with kings, chat pleasantly 
  with Cardinals or, when required, pull state secrets from your 
  own lovers’ lips. 
  Basic Knacks 
  Dancing: You ease your way around the dance floor with grace 
  and poise. Ballroom dancers with great skill are in high demand 
  at noble balls, while ballet dancers can earn a decent living 
  performing at stage shows and paid recitals. 
  Etiquette: While it might be acceptable to throw the bones of 
  your meal upon the floor in some regions, it is certain that other 
  nobility would faint upon seeing some ruffian throw a greasy 
  bone on their new rug. You have learned the niceties of events 
  sponsored by the nobility and can avoid such social faux pas. 
  When using this Knack in a place where you are unfamiliar with 
  the customs, you are at a two unkept dice penalty. 
  Fashion: When appearing before nobility, it is an affront to their 
  gentle senses to be ill-attired. The conscientious courtier keeps 
  careful tabs on the latest trends in fashion, no matter how 
  ridiculous. With enough knowledge, you can quickly throw 
  together a presentable outfit, even if the materials at hand are less 
  than satisfactory. Make a Panache+Fashion [15] roll to gain a 
  Reputation Point (plus one for each Raise made) for a given 
  social event. These Reputation Points leave with the party. 
  Fashion may be used in place of the Disguise Knack (for 
  appropriate costumes) at a +20 TN penalty. 
  Oratory: Sweet words of praise flow as easily from your lips as 
  whispered words of poison. Oratory allows you to convince your 
  listeners more easily of the truth of any argument. Oratory may 
  be used in place of the Diplomacy, Mooch, Politics, Sincerity, 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 43 
  Storytelling, Bribery, Socializing, or Incitation Knacks with a 
  +10 to +40 TN penalty. 
  Perception: Awareness, spot hidden, call it what you will, this 
  Knack represents experience of life as well as being a generally 
  aware person, i.e. you know what to listen for, or what you are 
  likely to spot as being odd or out of place in various situations. 
  Perception is generally used with Wits, or perhaps Resolve if the 
  Hero is particularly tired or stressed, or Panache if it’s to spot a 
  human emotion. 
  Advanced Knacks 
  Diplomacy: The art of Diplomacy is the art of peace; words have 
  prevented more wars than guns ever caused. Your soothing 
  reassurances can calm all but the most enraged duelist, and keep 
  your blood where it belongs—in your veins. 
  Gaming: Nobles dabble 
  with intricate, time-consuming 
  amusements, from verbal jousts to inane, overcomplicated games 
  of chance. You must have studied these games in order to 
  understand their subtle interplay and the almost invisible insight 
  they provide into the minds of the players. 
  Gossip: A rumor flies faster than the swiftest arrow and bites 
  twice as deep. Gossips are always near the rumor mill and get the 
  latest news before anyone else, but with this Knack, you also 
  have the ability to determine which are true and which are 
  important. 
  Lip Reading: A whispered secret hides nothing when betrayed 
  by the visible motion of your mouth. With this Knack you can 
  discern plots and schemes from across the room. Of course, 
  cautious or experienced courtiers often carry fans or veils to 
  prevent just such an eventuality. Attempting to read the lips of 
  someone hiding their face behind a fan adds +10 to +20 to the 
  TN. 
  Memorizing: This Knack is used to recite, repeat, play, or mimic 
  something that has played, sung, spoken, or performed in front of 
  the character. The TN to memorize something is the same as the 
  TN to perform it in the first place. Obviously, the longer the 
  original piece, the harder it is to memorize; a bawdy tavern joke 
  would be TN 10—both to tell and to memorize—while the entire 
  content of a historical drama would be TN 30. 
  Mooch: With a combination of entertaining conversation, hollow 
  promises, and sheer audacity, you can convince others to provide 
  for your needs. Care must be taken not to do this in one place too 
  long, however, as even the most flattering guest must eventually 
  wear out his welcome. 
  Politics: Politics is power, and the truly clever courtier 
  understands this. You can sense the ebb and flow of a noble’s 
  influence and determine whose coat-tails represent the quickest 
  ride to the top. Make a Wits+Politics [15] roll to determine a 
  noble’s reputation. If the noble is not known to you, or isn’t from 
  your Country of Origin, then add a +5 to +15 TN penalty. 
  Seduction: The breathy whisper of a sultry woman has thrown 
  more than one empire into chaos. Armed with this Knack, you 
  have the potential to be more dangerous to the stability of a 
  nation than a hundred soldiers. Seduction may be used in place 
  of the Jenny Knack at a +10 TN penalty. 
  Sincerity: Even the most adept lie is useless if the listener 
  detects a tremor of fear or a pair of downcast, nervous eyes. 
  While Oratory allows you to utter glib words for entertainment 
  or impact, Sincerity puts the ring of truth behind them, 
  concealing even the most bold-faced lie behind a veneer of 
  honesty. 
  Criminal 
  Criminals operate outside the law. They rob others, scam them 
  out of their money and occasionally even set someone else up to 
  take the fall. In short, they’ll do anything it takes to get what they 
  want. 
  Basic Knacks 
  Gambling: The odds always favor the house. You know how to 
  play those odds, placing careful wagers and studying the faces of 
  your opponents. This Knack isn’t the same as cheating: you 
  never actually break the rules of the game, you simply play the 
  odds as closely as possible. 
  Shadowing: You have been trained to blend in with crowds and 
  unobtrusively follow your targets in a city or other urban setting. 
  Done properly, the target will never even notice your presence. 
  This Knack is commonly used as a Contested roll against the 
  victim’s Wits. 
  Stealth: Stealth is the art of going unnoticed. You can use it to 
  enter places you’re not allowed, hide from your pursuers, or 
  avoid being caught in a compromising situation. This Knack is 
  commonly used as a Contested roll against the victim’s Wits. 
  Advanced Knacks 
  Ambush: You have learned to spot likely places for an ambush 
  to occur and to watch for signs that people have concealed 
  themselves there. Naturally, this Knack cuts both ways, allowing 
  you to set up an ambush of your own. 
  Cheating: Dim alleys with crowds of men throwing dice are 
  your haunt. Using weighted dice, marked cards, or simple 
  diversions and sleight of hand, you unfairly turn the odds in your 
  favor. 
  Lockpicking: Doors wouldn’t have locks if there weren’t 
  valuable things to protect. Armed with this Knack and some wire 
  or a set of lockpicks, you can bypass locked doors that present an 
  obstacle to you. 
  Pickpocket: Armed with a feather-light touch and an arsenal of 
  distractions, you are skilled at divesting passersby of their 
  possessions without their knowledge. Your training could just as 
  easily be used to plant evidence on an unsuspecting target or to 
  quietly palm an item off a table. This Knack is commonly used 
  as a Contested roll against the victim’s Wits. 
  Prestidigitation: Small magic tricks such as making coins 
  disappear and reappear, stacking decks of cards, and producing 
  flowers out of thin air are all examples of prestidigitation. You 
  can earn a living by giving shows, or simply impress the ladies at 
  a noble ball. This Knack is commonly used as a Contested roll 
  against the victim’s Wits. Porté sorcerers may use this Knack 
  with a blooded object for a Free Raise (plus one Free Raise for 
  each Raise made when blooding the object). 
  Quack: Specializing in “invisible” cures (such as sugar pills and 
  colored water) that do more for the patient’s ego than his body, 
  you know how to make people feel like they’re getting better. If 
  they get some benefit from this, wonderful. If not, you will likely 
  have moved on already. 
  Scrounging: You know where potentially useful trash is thrown. 
  While it is unlikely for you to scrounge up a diamond, you would 
  certainly know where to find food, a change of clothes, or a 
  makeshift weapon. Successful Scrounging rolls will grant you 
  items or resources found within the city, as determined by the 
  GM. 
  Doctor 
  Doctors are trained in the professional art of healing (and 
  sometimes the not-so-professional arts of mangling for the 
  “betterment” of the patient). They use just about anything to cure 
  their charges, including medicines, bandages, cauterization, or 
  even obscure folk remedies. 
  
  PAGE 44 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Basic Knacks 
  Diagnosis: Feeling for broken bones and listening for punctured 
  lungs is a doctor’s most elementary Knack. Without making a 
  diagnosis, how can you possibly hope to treat your patients? The 
  TN for using the Diagnosis Knack is 5, plus 5 times the number 
  of Dramatic Wounds the patient has suffered). Success with this 
  Knack reduces the TN for Surgery (see the Surgery Knack). 
  Diagnosis requires one Action to use, and can only be used once 
  per patient, per Act. 
  First Aid: Even without formal training, you can administer 
  simple treatment if the ailment allows for it. This includes 
  sewing and cauterizing a wound, or mixing a chest balm for 
  respiratory problems. The TN for using First Aid is equal to the 
  number of Flesh Wounds the patient has suffered. Success 
  eliminates all current Flesh Wounds. First Aid requires one 
  Action to use and may not be used more than once per patient, 
  per Scene. Heroes with First Aid may use it on themselves, with 
  the same restrictions, but they must make at least one Raise 
  because of the difficulty of bandaging themselves. 
  Advanced Knacks 
  Dentist: It’s hard to win a duel or counsel a king with a 
  toothache. When skilled in dentistry, you can clean decay and 
  make use of metal fillings or artificial dentures. This is more a 
  professional Knack than a healing one, and serves to improve 
  your income. 
  Examiner: Traces of blood or evidence left behind after a fight 
  can be an unexpected source of information. Also, the remains of 
  the old races (i.e., bone fragments and such) can be loosely 
  classified (mostly by their known qualities and probable area of 
  origin). 
  Quack: Specializing in “invisible” cures (such as sugar pills and 
  colored water) that do more for the patient’s ego than his body, 
  you know how to make people feel like they’re getting better. If 
  they get some benefit from this, wonderful. If not, you will likely 
  have moved on already. 
  Surgery: While a Doctor’s surgical skills are limited at best, they 
  can make the difference between life and death. You can 
  amputate infected limbs, remove bullets from wounds, and 
  properly sew up a patient. Use of this Knack may heal Dramatic 
  Wounds with a successful Wits+Surgery roll. The TN is ten 
  times the patient’s Dramatic Wounds total (a successful 
  Diagnosis roll reduces this TN to five times the patient’s 
  Dramatic Wounds total). Success heals one Dramatic Wound, 
  plus one for every two Raises the Doctor makes. You may only 
  attempt to perform Surgery on a patient once per Act. 
  Veterinarian: An animal, especially a horse or cow, is often a 
  family’s most valuable possession. If the animal becomes sick or 
  hurt, it’s a family emergency. With the ability to diagnose and 
  treat these poor creatures, you are a valued member of any 
  community you choose to live in. 
  Engineer 
  Engineers are often hired by royalty to make their construction 
  dreams a reality. Military fortifications, artillery, and civil 
  architecture are all planned by engineers of various sorts. 
  Basic Knacks 
  Architecture: You understand the structure of buildings, from 
  the barest mud huts to the grandest Vaticine cathedrals. You 
  know how to construct a building to specification, and how to 
  direct other men in the task. Using this Knack allows you to 
  locate foundations, stress points, and other vital information 
  about a building. It may even allow you to determine if there is a 
  hidden room or passage in the building, although it cannot tell 
  you how to access it. 
  Drafting: Without a plan, you’ll get nowhere with your designs. 
  Drafting is the art of translating the ideas in your head onto the 
  page in a manner that others can understand. 
  Mathematics: “Numbers define the world,” they say, and you 
  are sure that they’re right. Measurements, navigation, troop 
  movements and even trade negotiations all require math. Isn’t it 
  fortunate that you paid attention in class? Mathematics can be 
  used to calculate dimensions (height, distance, time elapsed, 
  depth, weight, etc.). It is also useful to know this Knack when 
  calculating how far you have to run to beat an explosion. 
  Advanced Knacks 
  Accounting: Use of this Knack allows you to track the income 
  and expenditures of a large household or business with accuracy. 
  It can be used to detect fraud, or to “cook the books.” 
  Cannonsmithing: You know how to build cannons and other 
  forms of artillery, if provided with a team of laborers and plenty 
  of metal. This Knack is particularly in demand in Castille and 
  Montaigne, where artillery is desperately needed to wage the 
  war. 
  Natural Philosophy: Natural philosophy is the study of both 
  chemistry and physics. You have an understanding of the 
  (mostly) immutable laws that govern the physical world, such as 
  gravity and inertia. You can create compound chemicals such as 
  acid, gunpowder, or weak steel, provided you can remember the 
  formulas. This Knack can also be used to determine if some 
  strange occurrence of physics or chemistry is of natural or 
  magical origin. 
  Explorer 
  Explorers are trained, mainly through a mentor, and are 
  experienced in the areas of expertise necessary to survive the 
  rigors of uncharted lands and dangerous sites. They train 
  physically and learn the tricks necessary to stay alive in hostile 
  environments. They have access to Skills that are relevant to 
  many other trades and professions and are thus quite versatile. 
  Hero Creation: When you buy this Skill, you do not receive all 
  the Basic Knacks at Rank 1. Instead, you begin with 3 Basic 
  Knacks at Rank 1. You may purchase additional Basic Knacks 
  for 1 HP each. 
  Basic Knacks 
  Balance: When the ship tosses in stormy seas and the Captain 
  tells you to climb the rigging and secure a mast, the Balance 
  Knack will save your life. Quite simply, it’s the Knack of not 
  falling down, even under adverse conditions. This is used as the 
  Defense Knack for those fighting aboard a ship at sea, or in 
  situations where the footing is uncertain. 
  Climbing: You understand how to find hand- and foot-holds, 
  how to use climbing gear, and how to seek out the easiest path to 
  climb in the first place. If you are attacked while climbing, you 
  use this Knack as your Defense Knack. 
  First Aid: Even without formal training, you can administer 
  simple treatment if the ailment allows for it. This includes 
  sewing and cauterizing a wound, or mixing a chest balm for 
  respiratory problems. The TN for using First Aid is equal to the 
  number of Flesh Wounds the patient has suffered. Success 
  eliminates all current Flesh Wounds. First Aid requires one 
  Action to use and may not be used more than once per patient, 
  per Scene. Heroes with First Aid may use it on themselves, with 
  the same restrictions, but they must make at least one Raise 
  because of the difficulty of bandaging themselves. 
  Perception: Awareness, spot hidden, call it what you will, this 
  Knack represents experience of life as well as being a generally 
  aware person, i.e. you know what to listen for, or what you are 
  likely to spot as being odd or out of place in various situations. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 45 
  Perception is generally used with Wits, or perhaps Resolve if the 
  Hero is particularly tired or stressed, or Panache if it’s to spot a 
  human emotion. 
  Research: What is unknown can prove to be the most valuable 
  part of any endeavor, and you know how to ferret out vital 
  information. You have studied the ways that knowledge is 
  gained—where to look and who to ask. 
  Stealth: Stealth is the art of going unnoticed. You can use it to 
  enter places you’re not allowed, hide from your pursuers, or 
  avoid being caught in a compromising situation. This Knack is 
  commonly used as a Contested roll against the victim’s Wits. 
  Survival: Foraging for berries and nuts isn’t exciting, but it’s 
  often necessary during the winter or in unfamiliar territory. With 
  this Knack you can always find enough food to survive on, 
  although it may include such delicacies as mice, grubs, and 
  termites. 
  Tracking: You know the signs that animals and people leave 
  behind as they move through the woods: a broken twig, a 
  crushed leaf, or a muddy footprint. More difficult, but much 
  more impressive, is determining how long ago the signs were 
  made. Tracking rolls are used against a TN generated by use of 
  the target’s Stealth Knack when he last passed through the area. 
  Advanced Knacks 
  Cartographer: Cartographer’s tools. Reliable maps can fetch a 
  high price if sold to the right buyer. Success with this Knack 
  results in legible, accurate maps of oceans or coastlines. Failure 
  might send the ship using them hurtling mercilessly into the 
  Seventh Sea… 
  For those who also have the Architecture Knack, it can be used 
  on a smaller scale: drawing the layout of a building or other 
  edifice, and pointing out where the weaknesses are. In this case, 
  your Cartographer Rank is limited by your Architecture Rank 
  (use the lower of the two). You must spend at least 2 hours 
  observing the building in order to draw a map of it; if you cannot 
  enter the building, the GM may assign a –5 to –10 TN penalty to 
  reflect the lack of knowledge of the building’s interior. Success 
  with this use of the Cartographer Knack creates a legible, 
  accurate map of the building. Failure could give you a flawed 
  map that leaves you trapped in a blind corner as the guards close 
  in… 
  Lockpicking: Doors wouldn’t have locks if there weren’t 
  valuable things to protect. Armed with this Knack and some wire 
  or a set of lockpicks, you can bypass locked doors that present an 
  obstacle to you. 
  Swimming: Provided you aren’t too heavily weighted down, you 
  do a nice job of not sinking (stormy seas and sharks 
  notwithstanding). 
  Side-step: Whenever you successfully use Active Defense, you 
  may lower your next Action die by your Knack Rank. You may 
  not reduce the Action die to a number lower than the current 
  Phase. 
  Falconer 
  The ancient sport of Falconry is dying out in Théah, except in 
  Ussura, where it continues to thrive among Ussura’s boyars. You 
  know how to handle and train falcons and other birds of prey. 
  You can care for them, raise them, and keep them healthy. you 
  know how to hunt with them and can procure meat in the 
  wilderness. You can also entice your bird to perform more 
  “civilized” tricks, such as flying through a hoop (or an open 
  window). 
  Basic Knacks 
  Bird Handling: This Knack allows you to care for birds, in 
  particular game birds such as falcons. It also allows you to use a 
  trained falcon for hunting. It is a measure of your knowledge and 
  technique in using the tools of the trade, such as hoods, 
  falconer’s gloves and the signaling devices used during the hunt. 
  Advanced Knacks 
  Animal Training: This Knack allows you to domesticate 
  animals and train them to perform tricks, or to attack on 
  command. 
  Fence 
  A Fence is a middle-man who can transfer stolen goods to a 
  prospective buyer. The Liberation Guild often needs Fences to 
  move the art it steals, and legitimate thieves require their services 
  as well. Most Fences have legitimate occupations and rarely 
  dabble in crime directly. Keep in mind that displaying a stolen 
  object in Théah is much less risky than displaying it in our 
  world. The low population and lack of easy transportation means 
  that very few people who see a work of art will be aware that it is 
  stolen. This makes the Fence’s job much easier, and makes it less 
  likely that he will be caught. 
  Basic Knacks 
  Appraising: Judging the approximate worth of an item is an 
  important part of a Merchant’s (or Fence’s) occupation. Unless 
  you buy low and sell high, you’ll soon be out of business. 
  Socializing: Knowing where to meet the right kind of people can 
  be vitally important. You seem to know where every diplomat 
  goes for beer, and what taverns to go to when you need to hire a 
  ship’s crew or to find foreign collectors. Note that Socializing 
  covers the more reputable inhabitants of the city (see 
  Underworld Lore for the less reputable inhabitants). Successful 
  Socializing rolls will grant you contacts within the locale, as 
  determined by the GM. You are at a two unkept dice penalty 
  when using this Knack in a city that you are unfamiliar with. 
  Advanced Knacks 
  Haggling: This is different from Shopping in that it doesn’t 
  allow you to find what you’re looking for. It allows you to talk 
  the buyer or seller into a good deal, once you’ve found it. Being 
  able to barter is only the beginning for a person who wishes to 
  become a successful procurer of valuable goods. You must also 
  know how to Haggle—remain aware of all the elements of a 
  bargaining discussion at any time, and be able to use them to 
  your advantage. Of course, you must be better at it than your 
  opponent, for he is reading the same signs you are… 
  Shopping: You have dealt with many of the local merchants in 
  the past and know who will give you the best bargains. When 
  combined with Bartering, you can get some truly good deals. 
  You are at a two unkept dice penalty when using this Knack in a 
  city that you are unfamiliar with. 
  Underworld Lore: In every city there’s at least one place the 
  city guard fears to tread. Muggers, assassins, and bandits make 
  their homes there, and you can contact them. Successful 
  Underworld Lore rolls will grant you contacts within the locale, 
  as determined by the GM. You are at a two unkept dice penalty 
  when using this Knack in a city that you are unfamiliar with. 
  Forger 
  Many criminals can forge documents, but it takes a 
  professional to truly excel at it. Trained Forgers know how to 
  locate specific documents, what kind of paper to use, and how to 
  slip documents in and out of guarded locales. 
  Basic Knacks 
  Calligrapher: You can write in a very formal, decorative hand, 
  and illuminate the pages of a book. This Knack is only useful for 
  
  PAGE 46 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  those Languages that you can read and write, or those which 
  share a common alphabet with those you do. This Knack may be 
  used with the Lærdom Inscribe ability. For each successful Raise 
  made with this Knack, gain a Free Raise to the Inscribe attempt. 
  Forgery: Signatures and wax seals are the only assurance that a 
  statesman has of the authenticity of a letter. As a forger, you have 
  learned to falsify these things. 
  Paper Maker: You can make sturdy paper on which to write. 
  You can also identify different types of paper and the places 
  where they can be found. 
  Research: What is unknown can prove to be the most valuable 
  part of any endeavor, and you know how to ferret out vital 
  information. You have studied the ways that knowledge is 
  gained—where to look and who to ask. 
  Advanced Knacks 
  Conceal: A woman with a dagger in her bodice has a means of 
  defense, even though she may appear helpless. If you wish to get 
  a pistol into a well-guarded ballroom, plant a powder keg where 
  it won’t be found until it goes off, or smuggle a lockpick into a 
  jail cell, you need this Knack. Conceal is the ability to hide 
  objects where they won’t be easily found. To use this Knack, you 
  must first make a Simple roll with it. The result becomes the TN 
  for anyone nearby attempting to see through the concealment. 
  Anyone specifically searching you or the concealed area, 
  receives a Free Raise. Objects hidden in dark or hard-to-reach 
  places add +5 to the TN. 
  Cryptography: When messages must be sent in the most 
  discreet manner possible, ciphers are often used to prevent them 
  from being read by those who aren’t in the know. They usually 
  follow a specific formula, which trained professionals can 
  eventually decipher. This Knack makes you one of those trained 
  professionals. 
  Fortune Teller 
  This Skill consists of various means of divining the future—
  palm reading, card reading, knowledge of omens—as well as 
  ways to convince a paying customer that the divinations are true. 
  Unlike the techniques used by Sorte strega, Fortune Telling is 
  non-sorcerous, relying on traditional folk techniques rather than 
  any supernatural power. There is no guarantee that any 
  predictions gleaned by use of this Skill will come true, and 
  practitioners learn to speak in vague terms, allowing their 
  subjects to fill in the particulars. 
  Note: The Fate Witches of Vodacce rarely use the Fortune 
  Telling skill. They consider a low-class aping of their very real 
  sorcerous powers (the Sorte ability). A Fate Witch who uses 
  Fortune Telling is like a world-renowned ballerina dancing on a 
  street corner for change. 
  Basic Knacks 
  Oratory: Sweet words of praise flow as easily from your lips as 
  whispered words of poison. Oratory allows you to convince your 
  listeners more easily of the truth of any argument. Oratory may 
  be used in place of the Diplomacy, Mooch, Politics, Sincerity, 
  Storytelling, Bribery, Socializing, or Incitation Knacks with a 
  +10 to +40 TN penalty. 
  Palm Reading: This Knack involves knowledge of what each of 
  the specific lines on the hand mean—not just the head, heart and 
  life lines, but the more obscure marks determining such details as 
  children and financial success. 
  Advanced Knacks 
  Bones: Casting the Bones involves careful selection of the Bones 
  (usually by the client), then applying the Fortune Teller’s 
  knowledge of the meaning of the patterns created and the 
  interaction between them. This is possibly the oldest medium for 
  Fortune Telling, and one of the most difficult. It is also often 
  used in diving omens. 
  Card Reading: Reading the cards requires knowledge of the 
  traditions and symbols, and of course some understanding of the 
  dual nature of each card. The ability to extrapolate is also 
  helpful, as it is in most other Fortune Telling Knacks. Note: This 
  Knack has no connection to the card reading powers of Vodacce 
  Fate Witches. Though similar on the surface, it uses entirely 
  different techniques which do not readily translate from one form 
  to another. 
  Cold Read: This is the art of deducing things about a person 
  from his or her appearance and mannerisms. Handedness might 
  be determined from a callus upon a knuckle, while a nervous 
  twitch could reveal much to an observant eye. With this Knack 
  you can always enter a conversation with at least a little 
  information about the other person. More often than not, this 
  Knack is used in Contested rolls against the Resolve of another, 
  or against one of his Knacks. Each Raise made with this Knack 
  gives a Free Raise to Sorte attempts relating to the same subject. 
  Haggling: This is different from Shopping in that it doesn’t 
  allow you to find what you’re looking for. It allows you to talk 
  the buyer or seller into a good deal, once you’ve found it. Being 
  able to barter is only the beginning for a person who wishes to 
  become a successful procurer of valuable goods. You must also 
  know how to Haggle—remain aware of all the elements of a 
  bargaining discussion at any time, and be able to use them to 
  your advantage. Of course, you must be better at it than your 
  opponent, for he is reading the same signs you are… 
  Occult: With the occult, there is precious little hard knowledge 
  to be learned. You have acquired some of it and know how to use 
  it, be it a trivial fact about a certain brand of sorcery or the 
  solution to an ancient puzzle. 
  Omens: This involves predicting the future on a grand scale. It 
  must encompass events and choices far larger than any one 
  person, so a proper omen is often sweeping and obscure. 
  Other Reading (Specify): This is a catch-all Knack that covers 
  many varied methods for divining the future, from tea-leaves to 
  rune-stones, from entrails to bumps on the client’s skull. 
  Guardsman 
  Guards are everywhere in Théah. Whether they stand on the 
  doors of some Nobles mansion, support the work of the tax 
  collectors or just defend the countless wagons that travel the 
  roads, Guardsmen make up a fair portion of the waged class. Not 
  to mention the fact that every fantasy castle or city wall has some 
  of military watch force to defend the inhabitants from bandits 
  and marauding beasts. These Guardsmen are often untrained and 
  simple thugs, but after long years performing the thankless task 
  they’ve often picked up a thing or too about the world about 
  them. 
  Hero Creation: Guardsmen are afforded the same level of 
  income as someone with a Merchant Skill when determining 
  Wealth at Hero Creation. 
  Basic Knacks 
  Bribery: Money, when applied properly, can grease the wheels 
  of bureaucracy, open doors, or cause guards to shift their 
  loyalties. You know where, when, and how much to apply. 
  Grab: You are well versed in spotting and apprehending those 
  who are trying to slip past to places they shouldn’t. Whether it’s 
  a curious errand boy, some dirty urchin prowling the bazaars or a 
  dockside jenny, none get past the master guard. As an Interrupt 
  Action the you may make a Grapple Attack, but use your Grab 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 47 
  Knack rather than Grapple for the initial Attack roll. Either may 
  be used in subsequent Phases. 
  Perception: Awareness, spot hidden, call it what you will, this 
  Knack represents experience of life as well as being a generally 
  aware person, i.e. you know what to listen for, or what you are 
  likely to spot as being odd or out of place in various situations. 
  Perception is generally used with Wits, or perhaps Resolve if the 
  Hero is particularly tired or stressed, or Panache if it’s to spot a 
  human emotion. 
  Socializing: Knowing where to meet the right kind of people can 
  be vitally important. You seem to know where every diplomat 
  goes for beer, and what taverns to go to when you need to hire a 
  ship’s crew or to find foreign collectors. Note that Socializing 
  covers the more reputable inhabitants of the city (see 
  Underworld Lore for the less reputable inhabitants). Successful 
  Socializing rolls will grant you contacts within the locale, as 
  determined by the GM. You are at a two unkept dice penalty 
  when using this Knack in a city that you are unfamiliar with. 
  Advanced Knacks 
  Alert: You are constantly on the ready for trouble to spark off, 
  but it’s often the sneaky approach which rewards most would-be 
  thieves, spies and assassins. You have, through many hours 
  patience and careful observation, learned to spot the tell-tale sign 
  of a potential troublemaker. In any Contested roll made by the 
  character against a TN generated by the use of the Conceal, 
  Disguise, Stealth or Unobtrusive Knacks, you gain a Free Raise 
  to your Perception roll to spot the dodgy behavior. 
  Interrogation: Psychological warfare and brutality can draw a 
  man’s attention as well as any woman’s gentle touch. You are 
  trained to interrogate, knowing every man’s limit, and how to 
  spot their lies. 
  Unobtrusive: This is not actually hiding, but rather blending in 
  with the background. Like the Stealth Knack, an Unobtrusive roll 
  is used to generate a TN that those about the character must 
  make a Contested Wits roll against to notice him. 
  Guide 
  Most major cities are bewildering mazes of narrow streets and 
  towering buildings. Foreigners constantly complain about 
  difficulties in getting around, and city visitors often find 
  themselves lost the instant they arrive. Many natives hire 
  themselves out as guides, offering to lead travelers wherever they 
  need to go. Most guides are familiar with one particular city, 
  which they know like the back of their hand. They sometimes 
  double as gondoliers (in Vodacce) or coach drivers when tourist 
  traffic is low. 
  Hero Creation: When you buy this Skill, you do not receive all 
  the Basic Knacks at Rank 1. Instead, you begin with 2 Basic 
  Knacks at Rank 1 and Street Navigation at Rank 1. You may 
  purchase additional Basic Knacks for 1 HP each. 
  Basic Knacks 
  Climbing: You understand how to find hand- and foot-holds, 
  how to use climbing gear, and how to seek out the easiest path to 
  climb in the first place. If you are attacked while climbing, you 
  use this Knack as your Defense Knack. 
  Ride: This Knack is what you use for ordinary horseback riding. 
  The GM may call for Ride rolls when you do unusual things such 
  as gallop the horse (TN 10), stay seated on a rearing mount (TN 
  15), or jump the horse over a hurdle (TN 20). A well-trained 
  mount may give the rider a Free Raise. 
  Stealth: Stealth is the art of going unnoticed. You can use it to 
  enter places you’re not allowed, hide from your pursuers, or 
  avoid being caught in a compromising situation. This Knack is 
  commonly used as a Contested roll against the victim’s Wits. 
  Street Navigation: Racing through the streets at night is no time 
  for you to acquaint yourself with the layout of the city. Without 
  this Knack you may quickly find yourself lost or cornered in a 
  dead end alley. Successful Street Navigation rolls will grant you 
  information about the locale, as determined by the GM. You are 
  at a two unkept dice penalty when using this Knack in a city that 
  you are unfamiliar with. 
  Survival: Foraging for berries and nuts isn’t exciting, but it’s 
  often necessary during the winter or in unfamiliar territory. With 
  this Knack you can always find enough food to survive on, 
  although it may include such delicacies as mice, grubs, and 
  termites. 
  Tracking: You know the signs that animals and people leave 
  behind as they move through the woods: a broken twig, a 
  crushed leaf, or a muddy footprint. More difficult, but much 
  more impressive, is determining how long ago the signs were 
  made. Tracking rolls are used against a TN generated by use of 
  the target’s Stealth Knack when he last passed through the area. 
  Trail Signs: Hunters have a private language all their own, in the 
  form of carefully bent twigs, stacked rocks, and notched limbs. 
  You can leave a trail for others to find and follow later, warn of 
  danger, or indicate a good fishing hole. Success use of this 
  Knack means that the person you are signaling automatically 
  sees the Trail Signs when he passes by it. 
  Advanced Knacks 
  Ambush: You have learned to spot likely places for an ambush 
  to occur and to watch for signs that people have concealed 
  themselves there. Naturally, this Knack cuts both ways, allowing 
  you to set up an ambush of your own. 
  Cartographer: You are capable of making reasonably accurate 
  maps using a set of Cartographer’s tools. Reliable maps can fetch 
  a high price if sold to the right buyer. Success with this Knack 
  results in legible, accurate maps of oceans or coastlines. Failure 
  might send the ship using them hurtling mercilessly into the 
  Seventh Sea… 
  For those who also have the Architecture Knack, it can be used 
  on a smaller scale: drawing the layout of a building or other 
  edifice, and pointing out where the weaknesses are. In this case, 
  your Cartographer Rank is limited by your Architecture Rank 
  (use the lower of the two). You must spend at least 2 hours 
  observing the building in order to draw a map of it; if you cannot 
  enter the building, the GM may assign a –5 to –10 TN penalty to 
  reflect the lack of knowledge of the building’s interior. Success 
  with this use of the Cartographer Knack creates a legible, 
  accurate map of the building. Failure could give you a flawed 
  map that leaves you trapped in a blind corner as the guards close 
  in… 
  Direction Sense: You are able to keep yourself mentally oriented 
  with respect to true north, provided you’ve had an opportunity to 
  use the stars or sun to determine it and haven’t since been spun 
  around in the dark. This can also allow you to retrace your steps 
  through an unfamiliar city or forest, although identical or 
  darkened passages are much harder to remain orientated in. 
  Navigation: Using nautical charts and a set of navigator’s tools, 
  you can plot courses that will take a ship out of sight of land 
  without getting hopelessly lost, and communicate that 
  information to the pilot of the ship. Success with this Knack 
  steers a vessel onto the correct course. Failure could result in you 
  being keel-hauled for getting everyone lost. 
  Swimming: Provided you aren’t too heavily weighted down, you 
  do a nice job of not sinking (stormy seas and sharks 
  notwithstanding). 
  
  PAGE 48 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Hunter 
  The hunter makes his home in the forest. He knows its paths 
  and ponds as well as any cutpurse knows the alleys of his city. 
  He has learned to make a living off the land, feeding himself and 
  using the excess to trade for other essential supplies. 
  Hero Creation: When you buy this Skill, you do not receive all 
  the Basic Knacks at Rank 1. Instead, you begin with 3 Basic 
  Knacks at Rank 1. You may purchase additional Basic Knacks 
  for 1 HP each. 
  Basic Knacks 
  Fishing: Knowing where to cast a net or how to thrust a spear 
  has saved the life of more than one starving hunter or sailor. It 
  allows you to supplement your diet with fish and sell any excess, 
  or dry it for later use. 
  Perception: Awareness, spot hidden, call it what you will, this 
  Knack represents experience of life as well as being a generally 
  aware person, i.e. you know what to listen for, or what you are 
  likely to spot as being odd or out of place in various situations. 
  Perception is generally used with Wits, or perhaps Resolve if the 
  Hero is particularly tired or stressed, or Panache if it’s to spot a 
  human emotion. 
  Skinning: Using this Knack you can skin and tan the hide of an 
  animal in preparation for use or sale. This keeps the skin from 
  rotting and increases its value. 
  Stealth: Stealth is the art of going unnoticed. You can use it to 
  enter places you’re not allowed, hide from your pursuers, or 
  avoid being caught in a compromising situation. This Knack is 
  commonly used as a Contested roll against the victim’s Wits. 
  Survival: Foraging for berries and nuts isn’t exciting, but it’s 
  often necessary during the winter or in unfamiliar territory. With 
  this Knack you can always find enough food to survive on, 
  although it may include such delicacies as mice, grubs, and 
  termites. 
  Tracking: You know the signs that animals and people leave 
  behind as they move through the woods: a broken twig, a 
  crushed leaf, or a muddy footprint. More difficult, but much 
  more impressive, is determining how long ago the signs were 
  made. Tracking rolls are used against a TN generated by use of 
  the target’s Stealth Knack when he last passed through the area. 
  Trail Signs: Hunters have a private language all their own, in the 
  form of carefully bent twigs, stacked rocks, and notched limbs. 
  You can leave a trail for others to find and follow later, warn of 
  danger, or indicate a good fishing hole. Success use of this 
  Knack means that the person you are signaling automatically 
  sees the Trail Signs when he passes by it. 
  Traps: Small snares and deadfalls can be constructed by a hunter 
  trained in their use. These are not typically capable of harming a 
  person, but animals may find escape impossible. In areas of 
  plentiful game, you can easily make a living selling hides from 
  trapped animals. 
  Advanced Knacks 
  Ambush: You have learned to spot likely places for an ambush 
  to occur and to watch for signs that people have concealed 
  themselves there. Naturally, this Knack cuts both ways, allowing 
  you to set up an ambush of your own. 
  Animal Training: This Knack allows you to domesticate 
  animals and train them to perform tricks, or to attack on 
  command. 
  Merchant 
  As long as something can be sold, even if it’s a service, there 
  will be merchants. They are a powerful collective, guided to 
  some degree by the Vendel League and/or the Vodacce Merchant 
  Princes (see the Membership: Merchant Guild Advantage). 
  Hero Creation: When you buy this Skill, you do not receive all 
  the Basic Knacks at Rank 1. Instead, you receive 1 Basic Knack 
  at Rank 2. You may purchase additional Basic Knacks for 1 HP 
  each. Also, most of these Knacks affect a Hero’s income (see 
  Determining Hero Wealth). 
  Basic Knacks 
  Apothecary: This Knack is used to make mixtures of ingredients 
  for medicinal purposes. 
  Baker: This Knack is used for making baked goods such as 
  bread and cakes. 
  Barber: You are skilled at cutting and styling hair to suit the 
  patron’s tastes. Each Raise made with the use of this Knack gives 
  a Free Raise to any Courtier, Performer or Jenny roll, to be used 
  at an upcoming social event. 
  Blacksmith: You can forge simple metal utensils and tools for 
  sale. This includes nails, hinges, horseshoes, and axe-heads, 
  among other things (grenade casings, and the like). While a 
  smithy requires a large outlay for tools in the beginning, and 
  certainly isn’t a portable trade (furnace, bellows), it brings in a 
  comfortable income. This Knack may be used with the Lærdom 
  Inscribe ability. For each successful Raise made with this Knack, 
  gain a Free Raise to the Inscribe attempt. 
  Brewer: This Knack is used for making beer and ale. 
  Butcher: You are adept at preparing meats for consumption. 
  Calligrapher: You can write in a very formal, decorative hand, 
  and illuminate the pages of a book. This Knack is only useful for 
  those Languages that you can read and write, or those which 
  share a common alphabet with those you do. This Knack may be 
  used with the Lærdom Inscribe ability. For each successful Raise 
  made with this Knack, gain a Free Raise to the Inscribe attempt. 
  Carpenter: This Knack is useful when constructing wooden 
  furniture and other land-bound structures. This Knack is not used 
  for building ships (see the Shipwright Knack). 
  Ceramics: You have knowledge of how to sculpt and fire objects 
  made of clay or other similar materials. This Knack may be used 
  with the Lærdom Inscribe ability. For each successful Raise 
  made with this Knack, gain a Free Raise to the Inscribe attempt. 
  Chandler: You are skilled in the dipping of beeswax and tallow 
  candles. Often the candles are scented or carved. You may also 
  supplement your income by selling honey from your beehives. 
  Cobbler: This Knack is used for making or repairing shoes and 
  boots. 
  Confectioner: This Knack is used for making candies and 
  snacks. 
  Cooking: No servant is as beloved as a fine chef. Employers will 
  bend over backwards to avoid losing such a person, while others 
  will try to steal one away if he is truly skilled. In short, a skilled 
  cook is guaranteed a steady income. 
  Distiller: This Knack is used when distilling spirits, such as 
  brandy, whisky, and vodka. 
  Dyeing: You can prepare dyes and are proficient in their use. 
  Embalmer: You can preserve a corpse, whether animal or 
  human. 
  Fletcher: You know how to make and repair arrows. This 
  includes the shaft and the fletching on the back, but not the 
  arrowheads. Usually, a Blacksmith forges the arrowheads for 
  you. This Knack is very useful to archers, and stretches out their 
  limited supply of arrows. After each battle in which you fire your 
  bow, make a Wits+Fletcher roll. For every full ten points you 
  make the roll by, you retrieve one of the arrows fired during the 
  battle in a usable condition. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 49 
  Florist: This Knack is used to grow flowers and make floral 
  arrangements. 
  Furrier: You make, repair, and clean furs and fur garments. Each 
  Raise made through the use of this Knack gives a Free Raise to 
  any Courtier, Performer or Jenny roll, to be used at an upcoming 
  social event. 
  Gardener: You are capable of laying out, planting, and 
  maintaining a decorative landscape. 
  Glassblower: You make items out of glass. This Knack may be 
  used with the Lærdom Inscribe ability. For each successful Raise 
  made with this Knack, gain a Free Raise to the Inscribe attempt. 
  Gunsmith: This Knack is used to make or repair firearms. 
  Hatter: This Knack is used to make or repair hats. 
  Innkeeper: You can manage the day-to-day chores for running 
  an inn. 
  Jenny: The courtly art of escort and the less refined variants 
  thereof. Jenny may be used in place of the Seduction Knack at a 
  +10 TN penalty. 
  Jeweler: You are skilled in cutting, polishing, and setting gems. 
  Each Raise made through the use of this Knack gives a Free 
  Raise to any Courtier, Performer or Jenny roll, to be used at an 
  upcoming social event. This Knack may also be used with the 
  Lærdom Inscribe ability. For each successful Raise made with 
  this Knack, gain a Free Raise to the Inscribe attempt. 
  Mason: This Knack is useful when constructing structures from 
  stone, brick, concrete or cement. 
  Masseur: You can give expert massages, a skill often in demand 
  among nobility. Each Raise made gives a Free Raise to a 
  subsequent use of the Seduction Knack by the Masseur on the 
  person being massaged. 
  Miller: You are capable of operating and repairing a mill. 
  Paper Maker: You can make sturdy paper on which to write. 
  You can also identify different types of paper and the places 
  where they can be found. 
  Perfumer: This Knack is used in the creation of pleasing scents 
  and perfumes. 
  Potter: You are capable of creating fine pots with the aid of a 
  wheel and a kiln. This Knack may be used with the Lærdom 
  Inscribe ability. For each successful Raise made with this Knack, 
  gain a Free Raise to the Inscribe attempt. 
  Printer: This Knack is used to operate a printing press, allowing 
  you to make things such as books and leaflets. 
  Sail Maker: You are able to sew sails to meet the needs of 
  sailors. 
  Scribe: You can carefully and neatly write, either copying from a 
  book or taking dictation. This Knack is only useful for 
  Languages that you can read and write, or are in a common 
  alphabet that you know. 
  Seamstress: You can mend clothes and other fabrics, and weave 
  various materials into clothing, throw rugs, and other useful 
  items. Each Raise made through the use of this Knack gives a 
  Free Raise to any Courtier, Performer or Jenny roll, to be used at 
  an upcoming social event. 
  Shipwright: This Knack is used to build and modify ships. 
  Spinner: You can spin carded wool or other materials into cloth. 
  Steward: You are able to manage a household: buying food, 
  directing servants, etc. 
  Tailor: You are able to make, repair, or alter clothing to fit your 
  customers. Each Raise made through the use of this Knack gives 
  a Free Raise to any Courtier, Performer or Jenny roll, to be used 
  at an upcoming social event. 
  Tinker: This Knack indicates a practical knowledge of repairing 
  or constructing mechanical objects. It can be used to fix or 
  improve small items such as clocks or musical boxes, as well as 
  constructing new objects from abstract designs. 
  Vintner: You are able to produce wines. 
  Weaver: You can take thread and weave it into cloth. A more 
  skilled weaver is capable of tapestries and similar creations. This 
  Knack may be used with the Lærdom Inscribe ability. For each 
  successful Raise made with this Knack, gain a Free Raise to the 
  Inscribe attempt. 
  Wigmaker: This Knack is used to make and repair wigs. 
  Advanced Knacks 
  Accounting: Use of this Knack allows you to track the income 
  and expenditures of a large household or business with accuracy. 
  It can be used to detect fraud, or to “cook the books.” 
  Appraising: Judging the approximate worth of an item is an 
  important part of a Merchant’s (or Fence’s) occupation. Unless 
  you buy low and sell high, you’ll soon be out of business. 
  Architecture: You understand the structure of buildings, from 
  the barest mud huts to the grandest Vaticine cathedrals. You 
  know how to construct a building to specification, and how to 
  direct other men in the task. Using this Knack allows you to 
  locate foundations, stress points, and other vital information 
  about a building. It may even allow you to determine if there is a 
  hidden room or passage in the building, although it cannot tell 
  you how to access it. 
  Bartending: As a tavern-master, you have the ability to serve 
  drinks, not only to satisfy your customers’ orders, but to do so 
  with style. This Knack allows not only the running of a drinking 
  establishment, but the flair with which to gain a Reputation in the 
  process. 
  Haggling: This is different from Shopping in that it doesn’t 
  allow you to find what you’re looking for. It allows you to talk 
  the buyer or seller into a good deal, once you’ve found it. Being 
  able to barter is only the beginning for a person who wishes to 
  become a successful procurer of valuable goods. You must also 
  know how to Haggle—remain aware of all the elements of a 
  bargaining discussion at any time, and be able to use them to 
  your advantage. Of course, you must be better at it than your 
  opponent, for he is reading the same signs you are… 
  Tinker: This Knack indicates a practical knowledge of repairing 
  or constructing mechanical objects. It can be used to fix or 
  improve small items such as clocks or musical boxes, and when 
  constructing new objects from abstract designs. 
  Performer 
  Performers earn their living by making crowds of people laugh, 
  cry, and cheer. Whatever comes back when they pass the hat is 
  often all they have to eat with that night. Because the take is so 
  small (or maybe just because they can), some Performers turn 
  their talents to other (less honest) purposes. 
  Basic Knacks 
  Acting: Slipping in and out of character is your forte. You can 
  pretend to be a member of a different social class, exhibiting the 
  humility of a beggar or the arrogance of a king. Of course, this is 
  much more effective when combined with the proper costume. 
  Acting may be used in place of the Sincerity Knack at a +15 TN 
  penalty. 
  Dancing: You ease your way around the dance floor with grace 
  and poise. Ballroom dancers with great skill are in high demand 
  at noble balls, while ballet dancers can earn a decent living 
  performing at stage shows and paid recitals. 
  Oratory: Sweet words of praise flow as easily from your lips as 
  whispered words of poison. Oratory allows you to convince your 
  listeners more easily of the truth of any argument. Oratory may 
  
  PAGE 50 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  be used in place of the Diplomacy, Mooch, Politics, Sincerity, 
  Storytelling, Bribery, Socializing, or Incitation Knacks with a 
  +10 to +40 TN penalty. 
  Singing: A voice as clear as crystal is only part of your secret. 
  Breath control and enunciation count for just as much. This 
  Knack gives you the training to use your voice to the fullest. 
  Advanced Knacks 
  Animal Training: This Knack allows you to domesticate 
  animals and train them to perform tricks, or to attack on 
  command. 
  Circus: You have some training in several of the traditional 
  circus acts: perhaps fire eating, sword swallowing, fortune telling 
  or juggling. Of course, their use has been carefully rehearsed 
  beforehand, and is much less effective on the spur of the 
  moment. Thus, you might be able to juggle to impress a crowd 
  using this Knack, but could not easily (and intuitively) snatch a 
  knife thrown by an assassin out of the air. Circus may replace 
  any Athlete Knack at a +10 to +20 TN penalty. 
  Cold Read: This is the art of deducing things about a person 
  from his or her appearance and mannerisms. Handedness might 
  be determined from a callus upon a knuckle, while a nervous 
  twitch could reveal much to an observant eye. With this Knack 
  you can always enter a conversation with at least a little 
  information about the other person. More often than not, this 
  Knack is used in Contested rolls against the Resolve of another, 
  or against one of his Knacks. Each Raise made with this Knack 
  gives a Free Raise to Sorte attempts relating to the same subject. 
  Disguise: Cloaked figures can draw more attention than they 
  intend. A dab of soot in your hair, a stooped walk, some ratty 
  clothes, and this Knack can help you become just another 
  innocent bystander in a crowded room. To use this Knack you 
  must first make a Simple roll with it, and the result becomes the 
  TN for anyone nearby to see through the disguise. Disguise may 
  be used in place of the Fashion Knack at a +10 TN penalty 
  Juggling: This Knack is very easy to learn, but can still astound 
  the uninitiated. It represents your Hero’s ability to keep a number 
  of objects in the air, seemingly defying gravity. Juggling three 
  balls is easiest, with a TN of 10. More difficult tricks (such as 
  more items, larger, oddly shaped, or even dangerous items, or 
  complicated maneuvers) count as calling a Raise for each new 
  factor added to the trick. 
  Example: Juggling five knives one-handed would require 4 
  Raises (one for each item over three, one for the danger, and one 
  for one-handed). 
  Memorizing: This Knack is used to recite, repeat, play, or 
  mimic something that has played, sung, spoken, or performed in 
  front of the character. The TN to memorize something is the 
  same as the TN to perform it in the first place. Obviously, the 
  longer the original piece, the harder it is to memorize; a bawdy 
  tavern joke would be TN 10—both to tell and to memorize—
  while the entire content of a historical drama would be TN 30. 
  Prestidigitation: Small magic tricks such as making coins 
  disappear and reappear, stacking decks of cards, and producing 
  flowers out of thin air are all examples of prestidigitation. You 
  can earn a living by giving shows, or simply impress the ladies at 
  a noble ball. This Knack is commonly used as a Contested roll 
  against the victim’s Wits. Porté sorcerers may use this Knack 
  with a blooded object for a Free Raise (plus one Free Raise for 
  each Raise made when blooding the object). 
  Shill: The Shill is an accomplice to the Performer, planted in the 
  crowd to make the Performer look good. Sometimes a crowd 
  may need a little prompting for applause; sometimes a 
  convenient question from the throng can spark apparent 
  brilliance on stage and occasionally, onlookers need to be 
  convinced that someone can win at the cups and balls. 
  Storytelling: Seated around a flickering fire, all attention is on 
  you. Your voice and mannerisms are calculated to enthrall your 
  audience completely. Storytellers can, in addition, sometimes 
  collect small sums of money for telling their tales. Each Raise 
  made with this Knack gives a Free Raise to any Glamour 
  attempt. 
  Priest 
  Priests are the foundation of a strong religion, in one form or 
  another. They provide comfort to grieving practitioners and 
  answers to those who seek enlightenment. Someone with the 
  Priest Skill isn’t necessarily ordained (and vice versa), but he has 
  a strong grasp of what it takes to become one. You must have the 
  Ordained Advantage in order to be a an ordained priest. 
  Basic Knacks 
  Oratory: Sweet words of praise flow as easily from your lips as 
  whispered words of poison. Oratory allows you to convince your 
  listeners more easily of the truth of any argument. Oratory may 
  be used in place of the Diplomacy, Mooch, Politics, Sincerity, 
  Storytelling, Bribery, Socializing, or Incitation Knacks with a 
  +10 to +40 TN penalty. 
  Philosophy: Beyond facts there are ideas, and those ideas can 
  change the world. Theoretical debates are a hobby of yours, and 
  with this Knack you might well win them. Two Scholars can 
  make Contested Resolve+Philosophy rolls; the loser is confused 
  and becomes incapable of making decisions until the end of the 
  Scene. 
  Writing: Your quill flies across the page with the gift of prose, 
  setting down words that can entertain the reader, outrage the 
  nobility, or call the people to arms. Your words can turn beggars 
  into kings or topple the most entrenched tyrants. This Knack 
  encompasses poetry, plays, and other written works. 
  Advanced Knacks 
  Diplomacy: The art of Diplomacy is the art of peace; words have 
  prevented more wars than guns ever caused. Your soothing 
  reassurances can calm all but the most enraged duelist, and keep 
  your blood where it belongs—in your veins. 
  Mooch: With a combination of entertaining conversation, hollow 
  promises, and sheer audacity, you can convince others to provide 
  for your needs. Care must be taken not to do this in one place too 
  long, however, as even the most flattering guest must eventually 
  wear out his welcome. 
  Theology: Divine will is a difficult subject—everyone feels that 
  he or she is right. You, however, have studied all the faiths 
  dispassionately, looking for correlations and unseen connections, 
  regardless of your own beliefs. You know who they all pray to, 
  how they worship, and how their daily lives have changed 
  because of it. 
  Professor 
  Professors are academics who have decided to spread their 
  knowledge to the best and the brightest students in Théah. Rather 
  than spending their lives locked in laboratories or libraries, they 
  dedicate their time to instructing classrooms full of eager young 
  scholars. They write textbooks, give lectures, and see to it that 
  their courses receive adequate financial support. 
  Basic Knacks 
  Oratory: Sweet words of praise flow as easily from your lips as 
  whispered words of poison. Oratory allows you to convince your 
  listeners more easily of the truth of any argument. Oratory may 
  be used in place of the Diplomacy, Mooch, Politics, Sincerity, 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 51 
  Storytelling, Bribery, Socializing, or Incitation Knacks with a 
  +10 to +40 TN penalty. 
  Research: What is unknown can prove to be the most valuable 
  part of any endeavor, and you know how to ferret out vital 
  information. You have studied the ways that knowledge is 
  gained—where to look and who to ask. 
  Writing: Your quill flies across the page with the gift of prose, 
  setting down words that can entertain the reader, outrage the 
  nobility, or call the people to arms. Your words can turn beggars 
  into kings or topple the most entrenched tyrants. This Knack 
  encompasses poetry, plays, and other written works. 
  Advanced Knacks 
  Law: Laws differ from country to country, sometimes from day 
  to day as well. Even the most clearly written can be twisted 
  against you unless you understand them. With this Knack, not 
  only are the current laws of a country known to you, but you also 
  know how to manipulate them to your favor in order to extricate 
  yourself from sticky situations. 
  Mooch: With a combination of entertaining conversation, hollow 
  promises, and sheer audacity, you can convince others to provide 
  for your needs. Care must be taken not to do this in one place too 
  long, however, as even the most flattering guest must eventually 
  wear out his welcome. 
  Natural Philosophy: Natural philosophy is the study of both 
  chemistry and physics. You have an understanding of the 
  (mostly) immutable laws that govern the physical world, such as 
  gravity and inertia. You can create compound chemicals such as 
  acid, gunpowder, or weak steel, provided you can remember the 
  formulas. This Knack can also be used to determine if some 
  strange occurrence of physics or chemistry is of natural or 
  magical origin. 
  Occult: With the occult, there is precious little hard knowledge 
  to be learned. You have acquired some of it and know how to use 
  it, be it a trivial fact about a certain brand of sorcery or the 
  solution to an ancient puzzle. 
  Politics: Politics is power, and the truly clever courtier 
  understands this. You can sense the ebb and flow of a noble’s 
  influence and determine whose coat-tails represent the quickest 
  ride to the top. Make a Wits+Politics [15] roll to determine a 
  noble’s reputation. If the noble is not known to you, or isn’t from 
  your Country of Origin, then add a +5 to +15 TN penalty. 
  Theology: Divine will is a difficult subject—everyone feels that 
  he or she is right. You, however, have studied all the faiths 
  dispassionately, looking for correlations and unseen connections, 
  regardless of your own beliefs. You know who they all pray to, 
  how they worship, and how their daily lives have changed 
  because of it. 
  Tinker: This Knack indicates a practical knowledge of repairing 
  or constructing mechanical objects. It can be used to fix or 
  improve small items such as clocks or musical boxes, as well as 
  constructing new objects from abstract designs. 
  Riverboat Pilot 
  The sailors who pilot the mighty rivers of Théah are a very 
  different breed from those who ply the open sea. While their sea-
  faring brethren sneer at these “mud skippers”, they know that 
  only a Riverboat Pilot can assure a safe voyage through the 
  temperamental river waters, which are filled with submerged 
  rocks and logs. 
  Basic Knacks 
  Balance: When the ship tosses in stormy seas and the Captain 
  tells you to climb the rigging and secure a mast, the Balance 
  Knack will save your life. Quite simply, it’s the Knack of not 
  falling down, even under adverse conditions. This is used as the 
  Defense Knack for those fighting aboard a ship at sea, or in 
  situations where the footing is uncertain. 
  Knotwork: With this Knack you can tie all the essential knots a 
  sailor needs to know, and you can tell the difference between a 
  sheepshank and a two-half-hitches knot. 
  Rigging: You understand the intricacies of a ship’s rigging. You 
  know what a jib is, where the mainsail can be found, and how to 
  batten down the hatches and trim the sails. Moreover, you can 
  help to repair a shattered mast or a torn sail. 
  River Navigation: You have learned everything important there 
  is to know about a fifty-mile stretch of a specific river. You know 
  where all the submerged rocks and logs are, and you never need 
  to make a Piloting check when sailing a ship through this area. 
  You can learn one more fifty-mile stretch for each additional 
  Knack Rank you gain. 
  Advanced Knacks 
  Ambush: You have learned to spot likely places for an ambush 
  to occur and to watch for signs that people have concealed 
  themselves there. Naturally, this Knack cuts both ways, allowing 
  you to set up an ambush of your own. 
  Bribery: Money, when applied properly, can grease the wheels 
  of bureaucracy, open doors, or cause guards to shift their 
  loyalties. You know where, when, and how much to apply. 
  Cartographer: You are capable of making reasonably accurate 
  maps using a set of Cartographer’s tools. Reliable maps can fetch 
  a high price if sold to the right buyer. Success with this Knack 
  results in legible, accurate maps of oceans or coastlines. Failure 
  might send the ship using them hurtling mercilessly into the 
  Seventh Sea… 
  For those who also have the Architecture Knack, it can be used 
  on a smaller scale: drawing the layout of a building or other 
  edifice, and pointing out where the weaknesses are. In this case, 
  your Cartographer Rank is limited by your Architecture Rank 
  (use the lower of the two). You must spend at least 2 hours 
  observing the building in order to draw a map of it; if you cannot 
  enter the building, the GM may assign a –5 to –10 TN penalty to 
  reflect the lack of knowledge of the building’s interior. Success 
  with this use of the Cartographer Knack creates a legible, 
  accurate map of the building. Failure could give you a flawed 
  map that leaves you trapped in a blind corner as the guards close 
  in… 
  Diplomacy: The art of Diplomacy is the art of peace; words have 
  prevented more wars than guns ever caused. Your soothing 
  reassurances can calm all but the most enraged duelist, and keep 
  your blood where it belongs—in your veins. 
  Pilot: Using a compass, the setting sun, or the stars, you are able 
  to steer a ship on a specific course given to you by the Navigator, 
  and are capable of spotting submerged hazards and shallow 
  waters. You are also familiar with the tricks of keeping a ship 
  afloat during a storm. 
  Swimming: Provided you aren’t too heavily weighted down, you 
  do a nice job of not sinking (stormy seas and sharks 
  notwithstanding). 
  Weather: Whether it’s because your corns start to hurt, your 
  joints begin to ache, or you’ve learned to identify the signs, you 
  know when a storm is coming, and you can quickly get an idea 
  of just how bad the storm is going to be. 
  Sailor 
  Sailors work on ships. More specifically, they understand the 
  wind and how it affects the rigging; they learn how to sail by the 
  stars and how to plot a course; they know how to fire a cannon at 
  an enemy ship. In short, they learn a lot of things that, when 
  taken together, allow them to crew a ship. 
  
  PAGE 52 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Basic Knacks 
  Balance: When the ship tosses in stormy seas and the Captain 
  tells you to climb the rigging and secure a mast, the Balance 
  Knack will save your life. Quite simply, it’s the Knack of not 
  falling down, even under adverse conditions. This is used as the 
  Defense Knack for those fighting aboard a ship at sea, or in 
  situations where the footing is uncertain. 
  Climbing: You understand how to find hand- and foot-holds, 
  how to use climbing gear, and how to seek out the easiest path to 
  climb in the first place. If you are attacked while climbing, you 
  use this Knack as your Defense Knack. 
  Knotwork: With this Knack you can tie all the essential knots a 
  sailor needs to know, and you can tell the difference between a 
  sheepshank and a two-half-hitches knot. 
  Perception: Awareness, spot hidden, call it what you will, this 
  Knack represents experience of life as well as being a generally 
  aware person, i.e. you know what to listen for, or what you are 
  likely to spot as being odd or out of place in various situations. 
  Perception is generally used with Wits, or perhaps Resolve if the 
  Hero is particularly tired or stressed, or Panache if it’s to spot a 
  human emotion. 
  Rigging: You understand the intricacies of a ship’s rigging. You 
  know what a jib is, where the mainsail can be found, and how to 
  batten down the hatches and trim the sails. Moreover, you can 
  help to repair a shattered mast or a torn sail. 
  Advanced Knacks 
  Cartographer: You are capable of making reasonably accurate 
  maps using a set of Cartographer’s tools. Reliable maps can fetch 
  a high price if sold to the right buyer. Success with this Knack 
  results in legible, accurate maps of oceans or coastlines. Failure 
  might send the ship using them hurtling mercilessly into the 
  Seventh Sea… 
  For those who also have the Architecture Knack, it can be used 
  on a smaller scale: drawing the layout of a building or other 
  edifice, and pointing out where the weaknesses are. In this case, 
  your Cartographer Rank is limited by your Architecture Rank 
  (use the lower of the two). You must spend at least 2 hours 
  observing the building in order to draw a map of it; if you cannot 
  enter the building, the GM may assign a –5 to –10 TN penalty to 
  reflect the lack of knowledge of the building’s interior. Success 
  with this use of the Cartographer Knack creates a legible, 
  accurate map of the building. Failure could give you a flawed 
  map that leaves you trapped in a blind corner as the guards close 
  in… 
  Leaping: You can jump higher and farther than most people. 
  This can often come in handy when exploring dusty tombs or 
  fleeing across rooftops. You use this Knack as your Defense 
  Knack while Leaping. 
  Navigation: Using nautical charts and a set of navigator’s tools, 
  you can plot courses that will take a ship out of sight of land 
  without getting hopelessly lost, and communicate that 
  information to the pilot of the ship. Success with this Knack 
  steers a vessel onto the correct course. Failure could result in you 
  being keel-hauled for getting everyone lost. 
  Pilot: Using a compass, the setting sun, or the stars, you are able 
  to steer a ship on a specific course given to you by the Navigator, 
  and are capable of spotting submerged hazards and shallow 
  waters. You are also familiar with the tricks of keeping a ship 
  afloat during a storm. 
  Sea Lore: You know the legends and stories that sailors tell 
  among themselves. If a particular island is reputed to be haunted, 
  you might know the tale connected with it. 
  Swimming: Provided you aren’t too heavily weighted down, you 
  do a nice job of not sinking (stormy seas and sharks 
  notwithstanding). 
  Weather: Whether it’s because your corns start to hurt, your 
  joints begin to ache, or you’ve learned to identify the signs, you 
  know when a storm is coming, and you can quickly get an idea 
  of just how bad the storm is going to be. 
  Scholar 
  Théah’s scholars are responsible for her current social and 
  technological level. Some of them are bookish types, locked 
  away in libraries and laboratories, while others brave the deadly 
  Syrneth ruins in search of lost truths. 
  Basic Knacks 
  History: More than just knowing what has come before, history 
  has a great many lessons for those willing to listen. Tragic 
  military defeats have been transformed into glorious victories by 
  a schooled historian, and more than a few of them have learned 
  from failed political maneuvers as well. You know the ways of 
  the past and how to learn from them today. 
  Mathematics: “Numbers define the world,” they say, and you 
  are sure that they’re right. Measurements, navigation, troop 
  movements and even trade negotiations all require math. Isn’t it 
  fortunate that you paid attention in class? Mathematics can be 
  used to calculate dimensions (height, distance, time elapsed, 
  depth, weight, etc.). It is also useful to know this Knack when 
  calculating how far you have to run to beat an explosion. 
  Philosophy: Beyond facts there are ideas, and those ideas can 
  change the world. Theoretical debates are a hobby of yours, and 
  with this Knack you might well win them. Two Scholars can 
  make Contested Resolve+Philosophy rolls; the loser is confused 
  and becomes incapable of making decisions until the end of the 
  Scene. 
  Research: What is unknown can prove to be the most valuable 
  part of any endeavor, and you know how to ferret out vital 
  information. You have studied the ways that knowledge is 
  gained—where to look and who to ask. 
  Advanced Knacks 
  Astronomy: Knowing the names and locations of the stars can 
  provide entertaining banter over dinner, or it can save a ship lost 
  at sea. You can read the heavens like a book, using them to 
  understand the passage of time, or the distance between 
  locations, or to impress a lady friend. 
  Law: Laws differ from country to country, sometimes from day 
  to day as well. Even the most clearly written can be twisted 
  against you unless you understand them. With this Knack, not 
  only are the current laws of a country known to you, but you also 
  know how to manipulate them to your favor in order to extricate 
  yourself from sticky situations. 
  Natural Philosophy: Natural philosophy is the study of both 
  chemistry and physics. You have an understanding of the 
  (mostly) immutable laws that govern the physical world, such as 
  gravity and inertia. You can create compound chemicals such as 
  acid, gunpowder, or weak steel, provided you can remember the 
  formulas. This Knack can also be used to determine if some 
  strange occurrence of physics or chemistry is of natural or 
  magical origin. 
  Occult: With the occult, there is precious little hard knowledge 
  to be learned. You have acquired some of it and know how to use 
  it, be it a trivial fact about a certain brand of sorcery or the 
  solution to an ancient puzzle. 
  Theology: Divine will is a difficult subject—everyone feels that 
  he or she is right. You, however, have studied all the faiths 
  dispassionately, looking for correlations and unseen connections, 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 53 
  regardless of your own beliefs. You know who they all pray to, 
  how they worship, and how their daily lives have changed 
  because of it. 
  Servant 
  Nobles and merchants are demanding employers. A servant 
  must tread softly and work diligently to meet their standards. 
  Basic Knacks 
  Etiquette: While it might be acceptable to throw the bones of 
  your meal upon the floor in some regions, it is certain that other 
  nobility would faint upon seeing some ruffian throw a greasy 
  bone on their new rug. You have learned the niceties of events 
  sponsored by the nobility and can avoid such social faux pas. 
  When using this Knack in a place where you are unfamiliar with 
  the customs, you are at a two unkept dice penalty. 
  Fashion: When appearing before nobility, it is an affront to their 
  gentle senses to be ill-attired. The conscientious courtier keeps 
  careful tabs on the latest trends in fashion, no matter how 
  ridiculous. With enough knowledge, you can quickly throw 
  together a presentable outfit, even if the materials at hand are less 
  than satisfactory. Make a Panache+Fashion [15] roll to gain a 
  Reputation Point (plus one for each Raise made) for a given 
  social event. These Reputation Points leave with the party. 
  Fashion may be used in place of the Disguise Knack (for 
  appropriate costumes) at a +20 TN penalty. 
  Menial Tasks: This Knack allows you to perform all the 
  common labors that any Servant must perform in service to his 
  lord (e.g., cleaning and taking care of his estate, doing laundry, 
  answering doors, etc.) Failure with this Knack will likely result 
  in unemployment, or worse… 
  Perception: Awareness, spot hidden, call it what you will, this 
  Knack represents experience of life as well as being a generally 
  aware person, i.e. you know what to listen for, or what you are 
  likely to spot as being odd or out of place in various situations. 
  Perception is generally used with Wits, or perhaps Resolve if the 
  Hero is particularly tired or stressed, or Panache if it’s to spot a 
  human emotion. 
  Unobtrusive: Sometimes a servant’s best Knack is remaining 
  unnoticed while his employer works off a fit of rage. This is not 
  actually hiding, but rather blending in with the background. It 
  plays upon a noble’s tendency to ignore servants, and so works 
  best against them. Like the Stealth Knack, an Unobtrusive roll is 
  used to generate a TN that those about the Servant must make a 
  Contested Wits roll against to notice him. 
  Advanced Knacks 
  Accounting: Use of this Knack allows you to track the income 
  and expenditures of a large household or business with accuracy. 
  It can be used to detect fraud, or to “cook the books.” 
  Drive Carriage: Driving a carriage is different from riding a 
  horse. The animals must be hitched up, prevented from scraping 
  the carriage along a wall, and kept calm in a dizzying swirl of 
  people, dogs, and other animals. Worse still, the carriage is bulky 
  and difficult to stop, so it presents a hazard to pedestrians who 
  are not quick on their feet. You have learned to deal with all 
  these things. 
  Drive Sleigh: Driving a sleigh is different from riding a horse or 
  driving a carriage. The animals must be hitched up, prevented 
  from scraping the sleigh along obstacles, and made to work as a 
  team. Worse, the sleigh can be difficult to stop, so it presents a 
  danger to those who are not quick on their feet. You have learned 
  to deal with all these things. 
  Gossip: A rumor flies faster than the swiftest arrow and bites 
  twice as deep. Gossips are always near the rumor mill and get the 
  latest news before anyone else, but with this Knack, you also 
  have the ability to determine which are true and which are 
  important. 
  Haggling: This is different from Shopping in that it doesn’t 
  allow you to find what you’re looking for. It allows you to talk 
  the buyer or seller into a good deal, once you’ve found it. Being 
  able to barter is only the beginning for a person who wishes to 
  become a successful procurer of valuable goods. You must also 
  know how to Haggle—remain aware of all the elements of a 
  bargaining discussion at any time, and be able to use them to 
  your advantage. Of course, you must be better at it than your 
  opponent, for he is reading the same signs you are… 
  Seneschal: You are privileged—for a Servant, anyway. You have 
  shown acumen with organization and an attention to detail. You 
  are, or have had experience as, a noble’s administrator, someone 
  who collects his taxes, oversees the other servants in his 
  household, and generally handles all the minor details he feels 
  are too minute to bother with. 
  Valet: Your goal is your lord’s presentation to others. You buy 
  his clothes, carry his possessions when he tours other regions, 
  and carry messages to others in his name. You are, or were, a 
  Hand Servant, and this Knack encompasses all the various 
  trivialities that accompany that position. 
  Skald 
  Restrictions: Vesten only 
  A Skald is a storyteller and a keeper of history. The Skalds 
  keep the Vestenmannavnjar traditions alive. They pass their 
  wisdom on to the others by singing or telling epic poems. They 
  ask riddles, the keys to which are found in the old legends. They 
  also make new legends, by writing poems and singing songs 
  about the great deeds of their contemporaries. 
  Basic Knacks 
  History: More than just knowing what has come before, history 
  has a great many lessons for those willing to listen. Tragic 
  military defeats have been transformed into glorious victories by 
  a schooled historian, and more than a few of them have learned 
  from failed political maneuvers as well. You know the ways of 
  the past and how to learn from them today. 
  Oratory: Sweet words of praise flow as easily from your lips as 
  whispered words of poison. Oratory allows you to convince your 
  listeners more easily of the truth of any argument. Oratory may 
  be used in place of the Diplomacy, Mooch, Politics, Sincerity, 
  Storytelling, Bribery, Socializing, or Incitation Knacks with a 
  +10 to +40 TN penalty. 
  Singing: A voice as clear as crystal is only part of your secret. 
  Breath control and enunciation count for just as much. This 
  Knack gives you the training to use your voice to the fullest. 
  Writing: Your quill flies across the page with the gift of prose, 
  setting down words that can entertain the reader, outrage the 
  nobility, or call the people to arms. Your words can turn beggars 
  into kings or topple the most entrenched tyrants. This Knack 
  encompasses poetry, plays, and other written works. 
  Advanced Knacks 
  Diplomacy: The art of Diplomacy is the art of peace; words have 
  prevented more wars than guns ever caused. Your soothing 
  reassurances can calm all but the most enraged duelist, and keep 
  your blood where it belongs—in your veins. 
  Incitation: You can inspire men to victory. They listen to your 
  words before and during the battle, and they know that they 
  cannot be defeated. They know that you will make the right 
  decisions, and that they won’t lay down their lives for nothing. 
  This Knack is normally used in Mass Combat. 
  Riddles: You understand the nature of riddling and the secret 
  wisdom which riddles impart. This is more than just being able 
  
  PAGE 54 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  to answer them; it’s realizing the message behind the words and 
  applying it to your own life. 
  Rune Lore: You have a deep understanding of the mythology of 
  the Vestenmannavnjar, and know the stories behind each of the 
  runes. Whenever you need to know the mythological story of a 
  specific rune, you may use this Knack. 
  Storytelling: Seated around a flickering fire, all attention is on 
  you. Your voice and mannerisms are calculated to enthrall your 
  audience completely. Storytellers can, in addition, sometimes 
  collect small sums of money for telling their tales. Each Raise 
  made with this Knack gives a Free Raise to any Glamour 
  attempt. 
  Theology: Divine will is a difficult subject—everyone feels that 
  he or she is right. You, however, have studied all the faiths 
  dispassionately, looking for correlations and unseen connections, 
  regardless of your own beliefs. You know who they all pray to, 
  how they worship, and how their daily lives have changed 
  because of it. 
  Spy 
  Spies eat away at the stability of a nation from the inside, like a 
  worm in an apple. They skulk about, bribe underlings, steal 
  secrets, and assassinate leaders. The outcome of an entire war 
  can rest on their shoulders. 
  Basic Knacks 
  Perception: Awareness, spot hidden, call it what you will, this 
  Knack represents experience of life as well as being a generally 
  aware person, i.e. you know what to listen for, or what you are 
  likely to spot as being odd or out of place in various situations. 
  Perception is generally used with Wits, or perhaps Resolve if the 
  Hero is particularly tired or stressed, or Panache if it’s to spot a 
  human emotion. 
  Shadowing: You have been trained to blend in with crowds and 
  unobtrusively follow your targets in a city or other urban setting. 
  Done properly, the target will never even notice your presence. 
  This Knack is commonly used as a Contested roll against the 
  victim’s Wits. 
  Stealth: Stealth is the art of going unnoticed. You can use it to 
  enter places you’re not allowed, hide from your pursuers, or 
  avoid being caught in a compromising situation. This Knack is 
  commonly used as a Contested roll against the victim’s Wits. 
  Advanced Knacks 
  Bribery: Money, when applied properly, can grease the wheels 
  of bureaucracy, open doors, or cause guards to shift their 
  loyalties. You know where, when, and how much to apply. 
  Conceal: A woman with a dagger in her bodice has a means of 
  defense, even though she may appear helpless. If you wish to get 
  a pistol into a well-guarded ballroom, plant a powder keg where 
  it won’t be found until it goes off, or smuggle a lockpick into a 
  jail cell, you need this Knack. Conceal is the ability to hide 
  objects where they won’t be easily found. To use this Knack, you 
  must first make a Simple roll with it. The result becomes the TN 
  for anyone nearby attempting to see through the concealment. 
  Anyone specifically searching you or the concealed area, 
  receives a Free Raise. Objects hidden in dark or hard-to-reach 
  places add +5 to the TN. 
  Cryptography: When messages must be sent in the most 
  discreet manner possible, ciphers are often used to prevent them 
  from being read by those who aren’t in the know. They usually 
  follow a specific formula, which trained professionals can 
  eventually decipher. This Knack makes you one of those trained 
  professionals. 
  Disguise: Cloaked figures can draw more attention than they 
  intend. A dab of soot in your hair, a stooped walk, some ratty 
  clothes, and this Knack can help you become just another 
  innocent bystander in a crowded room. To use this Knack you 
  must first make a Simple roll with it, and the result becomes the 
  TN for anyone nearby to see through the disguise. Disguise may 
  be used in place of the Fashion Knack at a +10 TN penalty 
  Forgery: Signatures and wax seals are the only assurance that a 
  statesman has of the authenticity of a letter. As a forger, you have 
  learned to falsify these things. 
  Hand Signs: Words can be overheard and lips can be read, but a 
  system of extremely subtle gestures and finger twitches 
  developed by the Vodacce has cut down on such activity. With 
  this Knack you can communicate information to a contact 
  without ever saying or writing a word. 
  Interrogation: Psychological warfare and brutality can draw a 
  man’s attention as well as any woman’s gentle touch. You are 
  trained to interrogate, knowing every man’s limit, and how to 
  spot their lies. 
  Lip Reading: A whispered secret hides nothing when betrayed 
  by the visible motion of your mouth. With this Knack you can 
  discern plots and schemes from across the room. Of course, 
  cautious or experienced courtiers often carry fans or veils to 
  prevent just such an eventuality. Attempting to read the lips of 
  someone hiding their face behind a fan adds +10 to +20 to the 
  required TN. 
  Memorizing: This Knack is used to recite, repeat, play, or mimic 
  something that has played, sung, spoken, or performed in front of 
  the character. The TN to memorize something is the same as the 
  TN to perform it in the first place. Obviously, the longer the 
  original piece, the harder it is to memorize; a bawdy tavern joke 
  would be TN 10—both to tell and to memorize—while the entire 
  content of a historical drama would be TN 30. 
  Poison: When diplomacy fails and a military victory is 
  impossible, an ounce of arsenic will sometimes suffice. This 
  Knack lets you know what poison to use and how much to 
  administer, as well as how to handle it safely. 
  Sincerity: Even the most adept lie is useless if the listener 
  detects a tremor of fear or a pair of downcast, nervous eyes. 
  While Oratory allows you to utter glib words for entertainment 
  or impact, Sincerity puts the ring of truth behind them, 
  concealing even the most bold-faced lie behind a veneer of 
  honesty. 
  Streetwise 
  The streetwise man is well acquainted with a particular city. He 
  may know where to shop for the best deals, where to make 
  contact with criminals or mercenaries, or what path to take when 
  fleeing from the city guard in the middle of the night. 
  Basic Knacks 
  Perception: Awareness, spot hidden, call it what you will, this 
  Knack represents experience of life as well as being a generally 
  aware person, i.e. you know what to listen for, or what you are 
  likely to spot as being odd or out of place in various situations. 
  Perception is generally used with Wits, or perhaps Resolve if the 
  Hero is particularly tired or stressed, or Panache if it’s to spot a 
  human emotion. 
  Socializing: Knowing where to meet the right kind of people can 
  be vitally important. You seem to know where every diplomat 
  goes for beer, and what taverns to go to when you need to hire a 
  ship’s crew or to find foreign collectors. Note that Socializing 
  covers the more reputable inhabitants of the city (see 
  Underworld Lore for the less reputable inhabitants). Successful 
  Socializing rolls will grant you contacts within the locale, as 
  determined by the GM. You are at a two unkept dice penalty 
  when using this Knack in a city that you are unfamiliar with. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 55 
  Street Navigation: Racing through the streets at night is no time 
  for you to acquaint yourself with the layout of the city. Without 
  this Knack you may quickly find yourself lost or cornered in a 
  dead end alley. Successful Street Navigation rolls will grant you 
  information about the locale, as determined by the GM. You are 
  at a two unkept dice penalty when using this Knack in a city that 
  you are unfamiliar with. 
  Advanced Knacks 
  Scrounging: You know where potentially useful trash is thrown. 
  While it is unlikely for you to scrounge up a diamond, you would 
  certainly know where to find food, a change of clothes, or a 
  makeshift weapon. Successful Scrounging rolls will grant you 
  items or resources found within the city, as determined by the 
  GM. 
  Shopping: You have dealt with many of the local merchants in 
  the past and know who will give you the best bargains. When 
  combined with Bartering, you can get some truly good deals. 
  You are at a two unkept dice penalty when using this Knack in a 
  city that you are unfamiliar with. 
  Underworld Lore: In every city there’s at least one place the 
  city guard fears to tread. Muggers, assassins, and bandits make 
  their homes there, and you can contact them. Successful 
  Underworld Lore rolls will grant you contacts within the locale, 
  as determined by the GM. You are at a two unkept dice penalty 
  when using this Knack in a city that you are unfamiliar with. 
  Urchin 
  When you’re raised in the streets or wilds with nobody to take 
  care of you, you pick up certain Skills, such as finding discarded 
  food and begging for handouts. This sort of life often teaches a 
  moral flexibility that says survival is more important than 
  honesty. 
  Basic Knacks 
  Stealth: Stealth is the art of going unnoticed. You can use it to 
  enter places you’re not allowed, hide from your pursuers, or 
  avoid being caught in a compromising situation. This Knack is 
  commonly used as a Contested roll against the victim’s Wits. 
  Street Navigation: Racing through the streets at night is no time 
  for you to acquaint yourself with the layout of the city. Without 
  this Knack you may quickly find yourself lost or cornered in a 
  dead end alley. Successful Street Navigation rolls will grant you 
  information about the locale, as determined by the GM. You are 
  at a two unkept dice penalty when using this Knack in a city that 
  you are unfamiliar with. 
  Survival: Foraging for berries and nuts isn’t exciting, but it’s 
  often necessary during the winter or in unfamiliar territory. With 
  this Knack you can always find enough food to survive on, 
  although it may include such delicacies as mice, grubs, and 
  termites. 
  Advanced Knacks 
  Conceal: A woman with a dagger in her bodice has a means of 
  defense, even though she may appear helpless. If you wish to get 
  a pistol into a well-guarded ballroom, plant a powder keg where 
  it won’t be found until it goes off, or smuggle a lockpick into a 
  jail cell, you need this Knack. Conceal is the ability to hide 
  objects where they won’t be easily found. To use this Knack, you 
  must first make a Simple roll with it. The result becomes the TN 
  for anyone nearby attempting to see through the concealment. 
  Anyone specifically searching you or the concealed area, 
  receives a Free Raise. Objects hidden in dark or hard-to-reach 
  places add +5 to the TN. 
  Pickpocket: Armed with a feather-light touch and an arsenal of 
  distractions, you are skilled at divesting passersby of their 
  possessions without their knowledge. Your training could just as 
  easily be used to plant evidence on an unsuspecting target or to 
  quietly palm an item off a table. This Knack is commonly used 
  as a Contested roll against the victim’s Wits. 
  Scrounging: You know where potentially useful trash is thrown. 
  While it is unlikely for you to scrounge up a diamond, you would 
  certainly know where to find food, a change of clothes, or a 
  makeshift weapon. Successful Scrounging rolls will grant you 
  items or resources found within the city, as determined by the 
  GM. 
  Sincerity: Even the most adept lie is useless if the listener 
  detects a tremor of fear or a pair of downcast, nervous eyes. 
  While Oratory allows you to utter glib words for entertainment 
  or impact, Sincerity puts the ring of truth behind them, 
  concealing even the most bold-faced lie behind a veneer of 
  honesty. 
  Waylay 
  This Skill is the ability to attack a foe from a position of 
  surprise. The two components of this ability are the ability to 
  plan an ambush and the skill required to make everything go off 
  without a hitch. 
  Basic Knacks 
  Lie in Wait: The element of surprise is essential to an ambush; 
  the Hero must wait undetected for hours until his target is in 
  place. This Knack represents the patience required for such 
  waiting, as well as the knowledge to select a proper spot. It can 
  involve anything from knowing how to conceal oneself in the 
  shadows, to blending in with the tall grass along an open country 
  road. It also means that the Hero has the ability to remain 
  perfectly still while in hiding—no matter what distractions he 
  may have to endure. 
  Set Traps: Numerous snares and traps can aid in an ambush, all 
  of which must be set beforehand—trip-wires, pit traps, self-
  locking doors, and the like. This Knack enables the Hero to 
  design and set these devices properly. It differs from the Traps 
  Knack in that its targets are human beings, not small animals, 
  and require different techniques to properly construct. 
  Shadowing: You have been trained to blend in with crowds and 
  unobtrusively follow your targets in a city or other urban setting. 
  Done properly, the target will never even notice your presence. 
  This Knack is commonly used as a Contested roll against the 
  victim’s Wits. 
  Advanced Knacks 
  Ambush: You have learned to spot likely places for an ambush 
  to occur and to watch for signs that people have concealed 
  themselves there. Naturally, this Knack cuts both ways, allowing 
  you to set up an ambush of your own. 
  Camouflage: The ability to blend in is very important if one 
  wishes to conduct a successful ambush. This represents a 
  knowledge of proper clothes, an instinctive feel for shadow 
  patterns, and the use of nearby twigs and grasses on one’s person 
  in order to blend in with the scenery. A successful use of this 
  Knack may lower the difficulty of a Lie In Wait check, 
  depending on the TN and the GM’s discretion. This Knack 
  functions best in the countryside, and the GM may disallow its 
  use in urban environments. 
  Land on Target: The best way to surprise someone is to land on 
  them from above. This Knack enables the Hero to leap from a 
  tree, a wall, or a building onto his target—anything from a 
  Knight-Inquisitor to a stack of barrels to a waiting horse. It 
  represents the ability to time jumps properly, ensuring that the 
  Hero arrives at the right place at exactly the right moment. 
  
  PAGE 56 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Snatch and Grab: This Knack represents the ability to lean 
  down and grab something from the ground while riding on 
  horseback. The difficulty increases as the size of the object to be 
  snatched decreases. 
  Whaler 
  On Théah, Whalers have a much more difficult time plying 
  their trade. The whales are guarded by the fearsome leviathans, 
  who attack not only anyone they sense harming a whale, but any 
  ship that smells of a whale’s blood. Whalers are usually 
  fearsomely strong, completely unafraid of anything, and expert 
  swimmers. 
  Basic Knacks 
  Balance: When the ship tosses in stormy seas and the Captain 
  tells you to climb the rigging and secure a mast, the Balance 
  Knack will save your life. Quite simply, it’s the Knack of not 
  falling down, even under adverse conditions. This is used as the 
  Defense Knack for those fighting aboard a ship at sea, or in 
  situations where the footing is uncertain. 
  Knotwork: With this Knack you can tie all the essential knots a 
  sailor needs to know, and you can tell the difference between a 
  sheepshank and a two-half-hitches knot. 
  Throw (Harpoon): You hurl your weapon toward your opponent 
  with deadly force. When you throw (or attack with) this weapon, 
  you must use this Knack. The range of a thrown harpoon is 5, 
  plus two times your Brawn, yards. 
  Advanced Knacks 
  Leaping: You can jump higher and farther than most people. 
  This can often come in handy when exploring dusty tombs or 
  fleeing across rooftops. You use this Knack as your Defense 
  Knack while Leaping. 
  Poison: When diplomacy fails and a military victory is 
  impossible, an ounce of arsenic will sometimes suffice. This 
  Knack lets you know what poison to use and how much to 
  administer, as well as how to handle it safely. 
  Sea Lore: You know the legends and stories that sailors tell 
  among themselves. If a particular island is reputed to be haunted, 
  you might know the tale connected with it. 
  Swimming: Provided you aren’t too heavily weighted down, you 
  do a nice job of not sinking (stormy seas and sharks 
  notwithstanding). 
  Weather: Whether it’s because your corns start to hurt, your 
  joints begin to ache, or you’ve learned to identify the signs, you 
  know when a storm is coming, and you can quickly get an idea 
  of just how bad the storm is going to be. 
  Martial Skills 
  Martial Skills are separate from Civil Skills because they 
  follow a slightly different buying pattern, and because some of 
  them are applied differently. More physical than Civil Skills, 
  Martial Skills tend to favor activities of a more combative nature. 
  Archer 
  An archer has spent many years honing his marksmanship with 
  the bow. His skill is welcome in any army, and he can almost 
  always provide meat for his table. Archers from Avalon, in 
  particular, are famed for their skill with the bow. 
  Basic Knacks 
  Attack (Bow): Attack is simply the ability to hit your enemy. 
  Attacks with all bows normally require one Action to load (nock 
  or notch) the arrow, and one Action to fire. Use the Horse 
  Archery Knack when attacking with a bow from horseback. 
  Fletcher: You know how to make and repair arrows. This 
  includes the shaft and the fletching on the back, but not the 
  arrowheads. Usually, a Blacksmith forges the arrowheads for 
  you. This Knack is very useful to archers, and stretches out their 
  limited supply of arrows. After each battle in which you fire your 
  bow, make a Wits+Fletcher roll. For every full ten points you 
  make the roll by, you retrieve one of the arrows fired during the 
  battle in a usable condition. 
  Advanced Knacks 
  Horse Archery: This replaces the Attack (Bow) Knack when 
  firing a bow from horseback. In all other ways, it functions the 
  same way as the Attack (Bow) Knack. 
  Snapshot: When skilled enough, some marksmen focus on speed 
  as much as, or sometimes more than, accuracy. With this Knack, 
  you require only one Action to reload and fire, but you must 
  make two Raises in order to do so. When firing and reloading as 
  a single Action, Snapshot replaces the Attack Knack. This Knack 
  cannot be used from horseback. 
  Trick Shooting (Bow): You are skilled at making difficult shots. 
  For each Rank of Trick Shooting, you subtract 5 from any 
  penalties to your shot (for range, cover, etc.). Trick Shooting 
  cannot lower the shot’s TN below the target’s base TN to be Hit. 
  Example: If a target has a TN to be Hit of 15, plus 15 for 
  modifiers, an Archer with Trick Shooting 5 would negate all 15 
  points of modifiers, but he would not lower the base TN to be Hit 
  (which remains at the original 15). 
  Athlete 
  Athletes put in long hours making themselves faster, stronger, 
  or more agile than most people. Their skills are often needed in 
  the exploration of trap-riddled Syrneth tombs. 
  Basic Knacks 
  Climbing: You understand how to find hand- and foot-holds, 
  how to use climbing gear, and how to seek out the easiest path to 
  climb in the first place. If you are attacked while climbing, you 
  use this Knack as your Defense Knack. 
  Footwork: Footwork is the art of putting yourself where your 
  enemy’s weapons aren’t, while on a relatively stable surface. 
  This Knack can be used as your Defense Knack, even if you 
  don’t have a weapon. 
  Sprinting: When danger rears its head, you are capable of 
  putting on an incredible turn of speed. You can’t maintain it very 
  long, but for that short period few can keep up with you. When 
  running, you use this Knack as your Defense Knack. 
  Throwing: You can throw things farther and with greater 
  accuracy than an untrained person. This can come in handy when 
  you need to toss a gun to someone else, or place a grappling 
  hook where you want it. This Knack may not be used to attack 
  (see the Throw Knack, which allows thrown attacks). 
  Advanced Knacks 
  Break Fall: Adventurers tend to do a lot of falling, but you’ve 
  learned how to do it right. You know how to absorb impact with 
  your shoulders and how to roll with the fall (of course, that won’t 
  help you if you fall into a spiked pit). For every Rank in this 
  Knack, one less Damage die is taken when a fall is incurred (to a 
  minimum of zero Damage dice). 
  Catch: Catch is the art of grabbing a thrown object (knife, spear, 
  or similar) from the air before it hits you. This Knack can be 
  used as your Defense Knack whenever someone throws a 
  weapon at you. 
  Long Distance Running: You have learned to run great 
  distances without collapsing. You know how to pace yourself, 
  and how to breathe properly when running. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 57 
  Lifting: There’s a right way and a wrong way to lift heavy 
  weights. Do it the wrong way, and you’re liable to hurt yourself 
  quite badly. This Knack allows you to lift great weights with less 
  risk to yourself. 
  Rolling: Whether sliding or rolling across the floor, this is the 
  Knack you use. This can be handy to use tables momentarily as 
  cover, or slip under a descending wall. While sliding or rolling, 
  you use this Knack as your Defense Knack. 
  Side-step: Whenever you successfully use Active Defense, you 
  may lower your next Action die by your Knack Rank. You may 
  not reduce the Action die to a number lower than the current 
  Phase. 
  Swimming: Provided you aren’t too heavily weighted down, you 
  do a nice job of not sinking (stormy seas and sharks 
  notwithstanding). 
  Swinging: You have learned to swing adroitly from ropes, 
  chandeliers, etc. If someone attacks you while you are in mid-
  swing, you must use this Knack as your Defense Knack. 
  Blunt Weapons 
  This Skill encompasses the use of weapons which don’t fall 
  under the category of Fencing, nor are they true Heavy Weapons. 
  It’s generally used for mace, morning star, cudgel or hammer 
  attacks, which don’t fall under any of the other Skill categories 
  (although the Dirty Fighting Knack can be used for items like a 
  cudgel). 
  Basic Knacks 
  Attack (Blunt Weapon): Attack is simply the ability to hit your 
  enemy. Note that most blunt weapons inflict 2k2 Damage. 
  Parry (Blunt Weapon): Parrying is the act of putting your 
  weapon or shield between yourself and your enemies’ strikes. 
  This Knack can be used as your Defense Knack while you are 
  wielding a blunt weapon. 
  Advanced Knacks 
  Bash: Using the weight of the weapon to unbalance a foe you 
  can make a Bash Attack instead of a normal Attack. Use 
  Finesse+Bash to hit your opponent. Any Active Defense rolls 
  they choose to make require them to make a Raise in order to 
  avoid the attack if they use a Parry Active Defense. If the Bash 
  attack is successful, then add your Knack Rank to the target’s 
  lowest Action die. If this is pushed over ten then it is discarded, 
  as they become bruised and unbalanced. Damage rolls are made 
  as normal. 
  Buckler 
  Anyone can hold up a buckler, but a soldier trained in its use 
  can turn it into an offensive weapon as well. Due to the 
  similarities between bucklers and shields, you may use half of 
  your Parry (Shield) Knack, rounded down, instead of the Parry 
  (Buckler) Knack when using a buckler, whichever is higher. The 
  reverse applies to using a shield as well. 
  Basic Knacks 
  Parry (Buckler): Parrying is the act of putting your weapon or 
  shield between yourself and your enemies’ strikes. This Knack 
  can be used as your Defense Knack while you are using a 
  buckler. 
  Advanced Knacks 
  Attack (Buckler): Attack is simply the ability to hit your enemy. 
  A buckler inflicts 1k1 Damage when used as a weapon. 
  Cloak 
  In the hands of a trained fighter, the cloak can be more than 
  simply a decorative garment. It can serve as a shield, and can 
  entangle an opponent. Its primary drawback is that—unlike 
  many other off-hand weapons—it cannot be used to attack. 
  Basic Knacks 
  Parry (Cloak): Parrying is the act of putting your weapon or 
  shield between yourself and your enemies’ strikes. This Knack 
  can be used as your Defense Knack while you have a cloak 
  wrapped around your off-hand. 
  Advanced Knacks 
  Entangle: This attack is designed to blind and confuse your 
  opponent temporarily. In order to use it, you must be wielding a 
  cloak in your off-hand. You declare that you are using Entangle, 
  and then roll using this Knack to attack. If the attack is 
  successful, it inflicts no damage, but forces your target to 
  increase his next Action die by two, plus one for each Raise you 
  made. If this increases that Action die higher than ten, the Action 
  die is discarded. 
  Commander 
  Wise rulers know just how important capable commanders are 
  to the survival of their country. A general is the glue that binds 
  an army together; without his diplomatic and strategic skills, it 
  all falls apart. 
  Basic Knacks 
  Strategy: Strategy lets you formulate battle plans and 
  movements on a large scale. You know when to have your ship 
  turn towards the enemy, and what waters are easiest to defend. 
  This Knack is normally used in Mass Combat. 
  Tactics: Tactics lets you command a group of men in battle, 
  following the orders of your superior (whom you hope has the 
  Strategy Knack). You can get the men to change formation, 
  inspire them to charge the enemy or lead them through firing 
  drills. This Knack is normally used in Mass Combat. 
  Advanced Knacks 
  Ambush: You have learned to spot likely places for an ambush 
  to occur and to watch for signs that people have concealed 
  themselves there. Naturally, this Knack cuts both ways, allowing 
  you to set up an ambush of your own. 
  Artillery: You know how to handle land-based artillery, such as 
  cannons. When a crew fires artillery, the crew commander uses 
  this Knack for the Attack roll. If the artillery is on board a ship, 
  the Gunnery Knack should be used instead of this one. 
  Cartographer: You are capable of making reasonably accurate 
  maps using a set of Cartographer’s tools. Reliable maps can fetch 
  a high price if sold to the right buyer. Success with this Knack 
  results in legible, accurate maps of oceans or coastlines. Failure 
  might send the ship using them hurtling mercilessly into the 
  Seventh Sea… 
  For those who also have the Architecture Knack, it can be used 
  on a smaller scale: drawing the layout of a building or other 
  edifice, and pointing out where the weaknesses are. In this case, 
  your Cartographer Rank is limited by your Architecture Rank 
  (use the lower of the two). You must spend at least 2 hours 
  observing the building in order to draw a map of it; if you cannot 
  enter the building, the GM may assign a –5 to –10 TN penalty to 
  reflect the lack of knowledge of the building’s interior. Success 
  with this use of the Cartographer Knack creates a legible, 
  accurate map of the building. Failure could give you a flawed 
  map that leaves you trapped in a blind corner as the guards close 
  in… 
  
  PAGE 58 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Diplomacy: The art of Diplomacy is the art of peace; words have 
  prevented more wars than guns ever caused. Your soothing 
  reassurances can calm all but the most enraged duelist, and keep 
  your blood where it belongs—in your veins. 
  Gunnery: The pitch and roll of a ship takes a lot of getting used 
  to, especially when trying to fire a cannon on board. Sailors 
  using this Knack have worked out the tricks and timing involved. 
  When artillery, such as a cannon, is fired from on board a ship, 
  the crew commander uses Gunnery for the Attack roll. If the 
  artillery is on land, the commander’s Artillery Knack should be 
  used instead of this one. 
  Incitation: You can inspire men to victory. They listen to your 
  words before and during the battle, and they know that they 
  cannot be defeated. They know that you will make the right 
  decisions, and that they won’t lay down their lives for nothing. 
  This Knack is normally used in Mass Combat. 
  Leadership: Once you have used the Incitation Knack to make 
  men believe in you this Knack will help you live up to your 
  words. You can fit the best man to a task; give advice on how to 
  perform better without getting in their way. This Knack is 
  normally used in Mass Combat. 
  Logistics: Wars often come down to who has the best fed and 
  most rested troops. The Logistics Knack lets you determine how 
  much supplies will be consumed, and how best to get them 
  where they’re needed. This Knack is normally used in Mass 
  Combat. 
  Crossbow 
  Crossbows, while rapidly falling out of style, still hold 
  attraction for soldiers and assassins alike. Their operation and 
  ease of use are their main advantages. 
  Basic Knacks 
  Attack (Crossbow): Attack is simply the ability to hit your 
  enemy. Most crossbows take six Actions to reload. 
  Fletcher: You know how to make and repair quarrels . This 
  includes the shaft and the fletching on the back, but not the 
  arrowheads. Usually, a Blacksmith forges the arrowheads for 
  you. This Knack is very useful to archers, and stretches out their 
  limited supply of quarrels . After each battle in which you fire 
  your crossbow, make a Wits+Fletcher roll. For every full ten 
  points you make the roll by, you retrieve one of the quarrels fired 
  during the battle in a usable condition. 
  Advanced Knacks 
  Reload (Crossbow): You are able to reload a missile weapon 
  quicker. For every Rank you have in this Knack, your reloading 
  time for crossbows is reduced by one Action. Someone with 
  Rank 5 in this Knack has mastered the art of cocking the 
  crossbow in a single Action. 
  Dirty Fighting 
  The niceties of pugilism are not for everyone. Some folks think 
  that fair play is a good way to get killed. 
  Basic Knacks 
  Attack (Dirty Fighting): Attack is simply the ability to hit your 
  enemy. A bare-handed attack inflicts 0k1 Damage. 
  Advanced Knacks 
  Attack (Improvised Weapon): Attack is simply the ability to hit 
  your enemy. This Knack is used when wielding a weapon that 
  does not conform to any other established weapon Attack Knack 
  (like a table, a chest, or another human). 
  Eye-gouge: This attack is designed to blind your opponent 
  temporarily. In order to use it, you must have at least one empty 
  hand. You declare that you are using an Eye-gouge, and then roll 
  using this Knack instead of your normal Attack Knack. If the 
  attack is successful, it inflicts the normal bare-handed 0k1 
  Damage and forces your target to increase his next Action die by 
  one, plus one for every Raise you make. If this increases that 
  Action die higher than ten, the Action die is discarded. 
  Kick: This Knack is used as your Attack Knack when kicking 
  your opponent. A Kick inflicts 0k2 Damage, but increases the 
  TN that you are trying to hit by ten. You must declare a Kick 
  before rolling the attack, and use this Knack instead of your 
  normal Attack Knack. 
  Parry (Improvised Weapon): Parrying is the act of putting your 
  weapon or shield between yourself and your enemies’ strikes. 
  This Knack can be used as your Defense Knack while you are 
  using any weapon that does not conform to any other Knack (like 
  a table, a chest, or another human). 
  Throat Strike: Using this Knack, you strike your opponent 
  squarely across the throat. You declare that you are making a 
  Throat Strike, and roll to attack using this Knack. The TN to hit 
  your opponent is increased by 15 when using this Knack, but if 
  it’s successful (and not avoided with Active Defense) you inflict 
  an automatic Dramatic Wound to your target, rather than rolling 
  for damage. 
  Throw (Improvised Weapon): You hurl your weapon toward 
  your opponent with deadly force. When you throw an improvised 
  weapon (any weapon not conforming to any other Knack), you 
  must use this Knack instead of your Attack Knack. The range of 
  a thrown Improvised Weapon will vary with its weight, but will 
  usually (for an object the size of a wine bottle or smaller) be 5, 
  plus two times your Brawn, yards. 
  Fencing 
  Those trained in Fencing have a basic understanding of the 
  theories and techniques of modern swordplay. This Skill trains in 
  the use of fencing weapons such as the rapier, foil, smallsword, 
  and epee. It is the foundation for most of the training presented 
  in Théah’s Swordsman Schools. 
  Basic Knacks 
  Attack (Fencing): Attack is simply the ability to hit your enemy. 
  The typical fencing weapon is the rapier. See the Weapons 
  section in this compendium for descriptions of typical fencing 
  weapons. Use the Cavalry Attack Knack when attacking with a 
  sword from horseback. 
  Parry (Fencing): Parrying is the act of putting your weapon or 
  shield between yourself and your enemies’ strikes. This Knack 
  can be used as your Defense Knack while you are wielding a 
  sword. 
  Advanced Knacks 
  This Skill has no Advanced Knacks. 
  Firearms 
  While the pistol and musket are new weapons, they are rapidly 
  becoming the most popular in the world. They are still fairly 
  inaccurate, which is perhaps their greatest flaw. 
  Basic Knacks 
  Attack (Firearms): Attack is simply the ability to hit your 
  enemy. It takes twenty Actions to reload a pistol, and thirty 
  Actions to reload a musket (in other words, don’t bother while 
  you’re in the middle of a fight; the combat will generally be over 
  long before you can reload). In addition, this Knack is used to 
  fire a grappling gun. The TN to successfully hook the grapple is 
  equal to 5+Range Modifiers. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 59 
  Advanced Knacks 
  Reload (Firearms): You are more effective at reloading 
  firearms. For every Rank you have in this Knack, your reloading 
  time for muskets and pistols is reduced by two Actions. 
  Gunner 
  The gunner on a ship fires, maintains and repairs the cannons. 
  Basic Knacks 
  Lifting: There’s a right way and a wrong way to lift heavy 
  weights. Do it the wrong way, and you’re liable to hurt yourself 
  quite badly. This Knack allows you to lift great weights with less 
  risk to yourself. 
  Reload (Cannon): You are able to reload a missile weapon 
  quicker. Most ship’s gunners know this Knack. For every Rank 
  you have in this Knack, your reloading time for cannons is 
  reduced by three Actions. 
  Advanced Knacks 
  Artillery: You know how to handle land-based artillery, such as 
  cannons. When a crew fires artillery, the crew commander uses 
  this Knack for the Attack roll. If the artillery is on board a ship, 
  the Gunnery Knack should be used instead of this one. 
  Blacksmith: You can forge simple metal utensils and tools for 
  sale. This includes nails, hinges, horseshoes, and axe-heads, 
  among other things (grenade casings, and the like). While a 
  smithy requires a large outlay for tools in the beginning, and 
  certainly isn’t a portable trade (furnace, bellows), it brings in a 
  comfortable income. This Knack may be used with the Lærdom 
  Inscribe ability. For each successful Raise made with this Knack, 
  gain a Free Raise to the Inscribe attempt. 
  Gunnery: The pitch and roll of a ship takes a lot of getting used 
  to, especially when trying to fire a cannon on board. Sailors 
  using this Knack have worked out the tricks and timing involved. 
  When artillery, such as a cannon, is fired from on board a ship, 
  the crew commander uses Gunnery for the Attack roll. If the 
  artillery is on land, the commander’s Artillery Knack should be 
  used instead of this one. 
  Mathematics: “Numbers define the world,” they say, and you 
  are sure that they’re right. Measurements, navigation, troop 
  movements and even trade negotiations all require math. Isn’t it 
  fortunate that you paid attention in class? Mathematics can be 
  used to calculate dimensions (height, distance, time elapsed, 
  depth, weight, etc.). It is also useful to know this Knack when 
  calculating how far you have to run to beat an explosion. 
  Hand Axe 
  While no longer commonly used in most nations, the hatchet 
  remains a staple weapon in Ussuran combat. Those who practice 
  this skill are proficient with hatchets, throwing axes, and other 
  one-handed axes. Many of them learned to use it as a practical 
  tool, and found it relatively easy to transfer their knowledge for 
  combat purposes. 
  Basic Knacks 
  Attack (Hand Axe): Attack is simply the ability to hit your 
  enemy. The hand axe, or hatchet, is a 2k2 weapon. 
  Parry (Hand Axe): Parrying is the act of putting your weapon or 
  shield between yourself and your enemies’ strikes. This Knack 
  can be used as your Defense Knack while you are wielding a 
  hand axe. 
  Advanced Knacks 
  Throw (Hand Axe): You hurl your weapon toward your 
  opponent with deadly force. You may throw a hand axe as an 
  attack. When you do so, use this Knack instead of your Attack 
  (Hand Axe) Knack. The Range for such an attack is 5+Brawn 
  yards. 
  Heavy Weapon 
  Not everyone has switched over to the more modern and 
  analytical style of swordsmanship. This skill trains the Hero in 
  the use of heavy swords (any swords not covered by use of the 
  Fencing Skill), and axes. Just because it’s no longer in vogue 
  doesn’t mean it’s ineffectual. A Heavy Weapon requires both 
  hands to use, thus precluding the use of a shield. 
  Basic Knacks 
  Attack (Heavy Weapon): Attack is simply the ability to hit your 
  enemy. Most heavy weapons inflict 3k2 Damage. 
  Parry (Heavy Weapon): Parrying is the act of putting your 
  weapon or shield between yourself and your enemies’ strikes. 
  This Knack can be used as your Defense Knack while you are 
  wielding a heavy weapon. 
  Advanced Knacks 
  This Skill has no Advanced Knacks. 
  Knife 
  Knives are more easily concealed than swords, but are 
  commonly perceived as less of a threat. Sailors are often very 
  proficient with knives, since they use them frequently in their 
  daily tasks. 
  Basic Knacks 
  Attack (Knife): Attack is simply the ability to hit your enemy. 
  Parry (Knife): Parrying is the act of putting your weapon or 
  shield between yourself and your enemies’ strikes. This Knack 
  can be used as your Defense Knack while you are wielding a 
  knife. 
  Advanced Knacks 
  Catch: Catch is the art of grabbing a thrown object (knife, spear, 
  or similar) from the air before it hits you. This Knack can be 
  used as your Defense Knack whenever someone throws a 
  weapon at you. 
  Throw (Knife): You hurl your weapon toward your opponent 
  with deadly force. When you throw this weapon as an attack, you 
  must use this Knack instead of your Attack Knack. The Range 
  with a knife is 5, plus two times your Brawn, yards. 
  Panzerhand 
  The Eisen frequently fight with heavy iron gloves on their left 
  hand, using them to grab weapons away from their opponents. 
  This Skill trains the user in that art. 
  Basic Knacks 
  Attack (Panzerhand): Attack is simply the ability to hit your 
  enemy. 
  Parry (Panzerhand): Parrying is the act of putting your weapon 
  or shield between yourself and your enemies’ strikes. This Knack 
  can be used as your Defense Knack while you are wielding a 
  panzerhand. 
  Advanced Knacks 
  Uppercut: An Uppercut is an aggressive bare-handed attack that 
  leaves your defense momentarily open. When you declare a 
  Uppercut, use this Knack as your Attack. You roll an extra two 
  unkept Damage dice if your attack is successful. However, your 
  TN to be Hit drops to 5 for this Phase only, and you may not use 
  any Active Defense for the rest of this Phase. 
  
  PAGE 60 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Polearm 
  On the battlefields of Théah, polearms such as pikes see 
  frequent use alongside muskets. They allow the soldiers to keep 
  their enemies at bay while the musketeers reload. 
  Basic Knacks 
  Attack (Polearm): Attack is simply the ability to hit your 
  enemy. Use the Lance (Polearm) Knack when attacking with a 
  polearm from horseback. 
  Parry (Polearm): Parrying is the act of putting your weapon or 
  shield between yourself and your enemies’ strikes. This Knack 
  can be used as your Defense Knack while you are wielding a 
  polearm. 
  Advanced Knacks 
  Set Defense: When using your polearm against charging cavalry 
  or infantry, you may choose to Set Defense instead of attacking 
  normally. You declare that you are using Set Defense and roll 
  your attack using this Knack. If the attack is successful, you add 
  the target’s current Initiative Total to the damage. 
  Pugilism 
  Pugilism is the gentleman’s art of unarmed self-defense. A 
  gentleman often needs to defend himself from scoundrels who 
  would do him harm, and this Skill goes a long way towards that. 
  Basic Knacks 
  Attack (Pugilism): Attack is simply the ability to hit your 
  enemy. A bare-handed attack inflicts 0k1 Damage. 
  Footwork: Footwork is the art of putting yourself where your 
  enemy’s weapons aren’t. This Knack can be used as your 
  Defense Knack even if you don’t have a weapon. 
  Jab: When you use this Knack, you are making two quick bare-
  handed attacks against your opponent, one right after the other. 
  You must declare that you are Jabbing before you attack, and 
  then roll the two attacks using this Knack. The TN to hit your 
  opponent is increased by ten when you are using Jab. 
  Advanced Knacks 
  Ear Clap: Using this Knack, you clap your hands on your 
  opponent’s ears, causing him to become disoriented and lose his 
  balance temporarily. You declare that you are making an Ear 
  Clap and roll to attack using this Knack. The TN to hit your 
  opponent is increased by fifteen, but if the Ear Clap is successful 
  (and not avoided with Active Defense) you inflict an automatic 
  Dramatic Wound to your target, instead of rolling for damage. 
  Uppercut: An Uppercut is an aggressive bare-handed attack that 
  leaves you open for a moment. When you declare a Uppercut, 
  use this Knack as your Attack. You roll an extra two unkept 
  Damage dice if your attack is successful. However, your TN to 
  be Hit drops to 5 for this Phase only, and you may not use any 
  Active Defense for the rest of this Phase. 
  Rider 
  A Hero with this Skill can climb on nearly any trained horse 
  and ride with minimal effort. However, advanced training 
  teaches some spectacular skills. 
  Basic Knacks 
  Ride: This Knack is what you use for ordinary horseback riding. 
  The GM may call for Ride rolls when you do unusual things such 
  as gallop the horse (TN 10), stay seated on a rearing mount (TN 
  15), or jump the horse over a hurdle (TN 20). A well-trained 
  mount may give the rider a Free Raise. 
  Advanced Knacks 
  Animal Training: This Knack allows you to domesticate 
  animals and train them to perform tricks, or to attack on 
  command. 
  Mounting: There are certain times when it is necessary to mount 
  your horse and ride away in a hurry. This Knack allows you to 
  mount your horse both while running (TN 15) and while leaping 
  off a one-story building (TN 20). 
  Trick Riding: This Knack is what you use for stunt riding, or 
  similarly difficult riding maneuvers. Trick Riding lets you stand 
  while riding (TN 15), do handstands on horseback (TN 20), hang 
  off one side of the horse for cover (TN 20), and other flashy 
  tricks. A well-trained mount may give the rider a Free Raise. 
  Shield 
  Anyone can hold up a shield, but a soldier trained in its use can 
  turn it into an offensive weapon as well. Due to the similarities 
  between bucklers and shields, you may use half of your Parry 
  (Buckler) Knack, rounded down, instead of the Parry (Shield) 
  Knack when using a shield, whichever is higher. The reverse 
  applies to using a buckler as well. 
  Basic Knacks 
  Parry (Shield): Parrying is the act of putting your weapon or 
  shield between yourself and your enemies’ strikes. This Knack 
  can be used as your Defense Knack while you are using a shield. 
  Advanced Knacks 
  Attack (Shield): Attack is simply the ability to hit your enemy. 
  A shield does 1k1 Damage when used as a weapon. 
  Whip 
  While not often used in combat, a whip can still make an 
  effective weapon. It has a long reach, and its speed can give a 
  slight edge over other weapons. 
  Basic Knacks 
  Attack (Whip): Attack is simply the ability to hit your enemy. 
  Advanced Knacks 
  This Skill has no Advanced Knacks. 
  Wrestling 
  Often seen as entertainment for commoners, wrestling has 
  more practical uses as well. A wrestler, if he can get past an 
  opponent’s weapon, has a natural advantage over an untrained 
  fighter. 
  Basic Knacks 
  Grapple: A grapple is the basic move used by all wrestlers. They 
  get in close and grab hold of their opponent, preventing him from 
  acting. To use this attack, you declare that you are attempting to 
  Grapple your opponent, and then roll to attack using 
  Finesse+Grapple against your opponent’s TN to be Hit. If 
  successful, you have momentarily Grappled him. While 
  grappled, your opponent can only attempt to break your hold, 
  Head Butt you, or perform an Action that requires very little 
  motion, such as pulling the trigger on a pistol. 
  To try to break your hold, your opponent must spend one 
  Action (remember the rules for Interrupt and Held Actions), and 
  then make a Contested roll with his Brawn+Wrestling versus 
  your Brawn+Wrestling. If he wins, the hold is broken; otherwise, 
  it holds fast. You, on the other hand, may spend Action dice 
  (again, remember the rules on Interrupt and Held Actions) to 
  improve your hold. Each Action die you spend gives you one 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 61 
  free Raise from now on when your opponent tries to break your 
  hold. 
  Advanced Knacks 
  Bear Hug: You grasp your opponent firmly with both arms and 
  attempt to squeeze him into submission. Whenever your 
  opponent attempts to break a Bear Hug you have placed him in 
  and fails, or a Round ends, roll a number of dice equal to your 
  Knack Rank, and Keep one. Your opponent takes that many 
  Wounds, which he must immediately make a Wound Check 
  against. 
  Break: Using this Knack, you can cause injury to an opponent’s 
  arm or leg. First, you must first successfully Grapple your target. 
  You then declare which limb you are attempting to injure and 
  then make a Break roll. The TN to hit your opponent is increased 
  by ten when using this Knack, but if successful, you inflict an 
  automatic Dramatic Wound, rather than rolling for damage. The 
  current Grapple hold is also broken if this attempt is successful. 
  Escape: When you are attempting to break a Grapple that you 
  have been placed in, each Rank in this Knack negates one Free 
  Raise your opponent has gained from improving his hold. 
  Head Butt: This is an unarmed attack that causes a great deal of 
  damage to your opponent, at the expense of hurting yourself as 
  well. This attack can be used only when you are in a Grapple 
  with your target. It doesn’t matter if you are being grappled or if 
  you are grappling him. If the attack is successful, it inflicts a 
  bare-handed 3k1 attack on your opponent, and a bare-handed 1k1 
  attack on yourself (remember to add your Brawn to both). If your 
  opponent takes a Dramatic Wound as a result of the Head Butt, 
  and is grappling you, his hold is broken. 
  
  PAGE 62 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  ADVANTAGES 
  You cannot take the same Advantage multiple times unless 
  specifically stated. The game effect of each Advantage is 
  detailed after the description. The cost of the Advantage in HP is 
  also given, along with variations in that cost for other 
  considerations. Any restrictions (other Advantages, nationality, 
  Secret Society, etc.) are shown below the cost. 
  Able Drinker 
  Cost: 1 HP 
  You can really put the liquor away. This could be due to a 
  naturally high constitution, or maybe just a lot of experience. 
  Effect: However much you drink, liquor never affects any of 
  your rolls. 
  Academy 
  Cost: 4 HP (2 HP if Eisen) 
  There are institutions across Théah devoted to the broader 
  topics of martial training, including tactics and strategy, 
  leadership and command, and a wide variety of athletic 
  techniques. These are much different from a Swordsman School, 
  and do not teach you the secret moves you would learn at such a 
  School. 
  Effect: You have attended one of Théah’s military academies, 
  and can buy Martial Skills for 1 HP, instead of 2 HP, at Hero 
  Creation time. 
  Accurate Archer 
  Cost: 3 HP (2 HP if Ussuran) 
  You are a natural with the bow, and rarely miss your targets. 
  Tears of practice have left you able to judge distances and the 
  wind accurately. 
  Effect: You gain a Free Raise for all Attacks made with a bow, 
  whether on foot or from horseback. 
  Age and Wisdom 
  Cost: 1 HP (Middle-aged) or 2 HP (Old) 
  The character is older than most starting characters (who are 
  generally assumed to be between 16 and 25). 
  Effect: The character is affected by the penalties and bonuses for 
  the age bracket chosen. In addition, the character gains one Free 
  Raise per Hero Point spent (1 HP or 2 HP) for all rolls involving 
  the following Knacks: First Aid, Haggling, History, Leadership, 
  Storytelling, Weather. 
  Alchemist 
  Cost: 10 HP 
  Much like Faith, true alchemy relies on the utter conviction 
  that it actually works. For this reason, nearly all dabblers in the 
  art meet with nothing but failure. With the systematic debunking 
  of alchemy by some of the Invisible college’s greatest minds, the 
  practice of true alchemy has become even more rare. 
  The devout practice of alchemy revolves around the 
  transformation of the spirit, a technique first developed through 
  the transformation of base matter. The true Alchemist realizes 
  that turning lead into gold, and other myths ascribed to alchemy, 
  may not even be possible, but that such transformations aren’t 
  actually the point. By transforming his surroundings, the 
  Alchemist hopes that he tool will be transformed. 
  Effect: Characters with the Alchemist Advantage may eventually 
  achieve a true transformation in themselves. Choose one Trait at 
  Hero Creation. The maximum limit of this Trait is increased by 
  1, to a maximum of 6. 
  In addition, alchemy forms the basis of Alvara Arciniega’s 
  “bastard science,” Blood Science. The Alchemist advantage is 
  required to successfully perform extractions and prepare viable 
  Blood Science formulas. For details of Blood Science, see the 
  Invisible College sourcebook [IC:94]. 
  Ambidextrous 
  Cost: 5 HP 
  You can write and perform any tasks requiring co-ordination, 
  strength or manual dexterity equally well with both hands. 
  Effect: You may use either your left or right hand as your main 
  hand or “on-hand” and may freely switch between the use of the 
  two. The off-hand penalty is negated (whichever hand you 
  happen to be using as your off-hand) and, should you choose to 
  fight left-handed, you gain all of the normal benefits of the Left-
  handed Advantage. 
  Androgynous 
  Cost: 2 HP (1 HP if Montaigne) 
  Restrictions: Characters with this Advantage cannot also have 
  the Dangerous Beauty Advantage. 
  With your not entirely feminine, not entirely masculine 
  features, and a little makeup, you can easily pass as a member of 
  the opposite gender. 
  Effect: Gain +2 unkept dice for all Disguise rolls. 
  Animal Affinity 
  Cost: 2 HP (1 HP if Ussuran) 
  You get along very well with animals and vice versa. While 
  this will not save you from an angry bear, it will help you train a 
  domesticated animal. 
  Effect: You gain a Free Raise to all Animal Training rolls. 
  Appearance 
  Cost: 5 HP (Above Average) or 10 HP (Stunning) 
  Physically you are appealing to others. This can take the form 
  of something blatant (like a perfectly sculpted face), or 
  something more subtle (like a radiant pair of eyes). Regardless of 
  the cause, however, the game modifiers are the same. 
  Effect: Characters with Above Average Appearance add 1 
  unkept die to all Social rolls. Characters with Stunning 
  Appearance add 2 unkept dice to all Social rolls. 
  Area Knowledge 
  Cost: 3 HP 
  You have un intimate familiarity with the region in which you 
  live, and know the best places to set up ambushes or hide from 
  searchers. Knowledge of a particular locale can be extremely 
  useful when being chased through the countryside, or when 
  trying to find the perfect spot from which to observe without 
  being seen. 
  Effect: Select a particular city, town, or segment of the 
  countryside. The character rolls an extra unkept die when making 
  Ambush checks, and receives a Free Raise on any Chase rolls he 
  makes in that particular area. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 63 
  Arthritis 
  Cost: 2 HP 
  At odd moments, your joints ache, acting almost as a sixth 
  sense. 
  Effect: You gain +2 unkept dice to all Weather, Ambush and 
  Street Navigation rolls. However, the GM may spend a Drama 
  Die to require you to make a Raise on all your Finesse rolls for 
  the remainder of the Scene. 
  Astrologer 
  Cost: 10 HP 
  Restrictions: Vendel only 
  You have an innate ability in observing the stars and planets 
  and interpreting their arrangements to predict the future and 
  understand the present. 
  Effect: By making a Wits+Astronomy [15] roll, you may use 
  your gift to aid or hinder someone. 
  If you hinder someone, you find some astrological factor acting 
  against him. Any rolls the target makes on the Mass Combat 
  Chart are reduced by 2 (minimum of 1) for the duration of a 
  battle, and the Target Numbers of all of his rolls are increased by 
  3 for the remainder of the Scene. For two Raises, you can make 
  the penalty last for the Act. 
  If you aid someone, you find an astrological factor that is 
  acting for him. Any rolls he makes on the Mass Combat Chart 
  are increased by 2 for the duration of a battle, and the Target 
  Numbers of all of his rolls are reduced by 3 for the remainder of 
  the Scene. For two Raises, you can make this bonus last for the 
  Act. 
  Only one Astrologer’s effect can influence someone at a time. 
  When one Astrologer tries to influence someone already affected 
  by another Astrologer, he rolls as normal, and if he makes more 
  Raises than the previous Astrologer did, his effect takes 
  precedence. Raises made to extend the duration of an 
  Astrologer’s effect do not count for this purpose. 
  Avalon Accent 
  Cost: 0 HP 
  Restrictions: Avalon only 
  An accent is an identifying characteristic in the way that a 
  person speaks that indicates he’s from a particular area. 
  Effect: Only a Hero fully proficient in a given language can 
  identify accents; Language Acquaintance and Pidgins are no 
  help, and non-Avalons may never have an accent. There are three 
  primary accents in Avalon: Avalon, Inis, and Highland. In 
  addition, Avalons can learn an older form of their language, 
  Cymru. Avalon Heroes with one of these accents pay slightly 
  different costs to learn foreign languages. An explanation of each 
  accent follows the language table below: 
  Avalon Language Table 
   
  Avalon 
  Inis 
  Highland 
  Avalon 
  0 
  0 
  0 
  Cymru 
  1 
  1 
  0 
  Inish 
  1 
  0 
  1 
  Castille 
  2 
  2 
  2 
  Crescent 
  3 
  4 
  4 
  High Eisen 
  2 
  2 
  2 
  Eisen 
  1 
  1 
  1 
  Montaigne 
  2 
  3 
  2 
  Théan 
  3 
  3 
  3 
  Teodoran 
  3 
  3 
  3 
  Ussura 
  2 
  3 
  3 
  Vendel 
  1 
  1 
  2 
  Vodacce 
  2 
  3 
  3 
  Avalon: Those with this accent are from Avalon itself. This is 
  the Avalon accent described in the 7th Sea Players’ Guide. 
  Inis: This accent is found among those who hail from the 
  Emerald Isle. Those from here follow the old traditions more 
  closely, making knowledge of the old tongues more accessible. 
  Plus, the Inish have their own language. 
  Highland: While the inhabitants of the Highland Marches 
  would like to be more cultures, the remoteness of the their 
  islands inhibits this. Like the Inish, they tend to have a closer 
  affinity with the old ways and customs. 
  Barterer 
  Cost: 1 HP 
  Nations such as Ussura still depend on the bartering system 
  (although Duomas have local currency and the Guilder has 
  begun to make inroads). Haggling occurs in every marketplace, 
  and experienced shoppers can bargain for hours. You have a 
  combination of experience and persistence that naturally lends 
  itself to such proceedings. 
  Effect: You gain a Free Raise to any Haggling rolls you make. 
  Bearsark 
  Cost: 15 HP 
  Restrictions: Vesten only 
  You have climbed to the top of the world, where you spoke 
  with the North Wind and became a fearless berserker. Now, when 
  you call on your gift, it sends you into a bloody rage that no 
  mortal man can stop. It also ages you whenever you use it. 
  Effect: You are immune to Fear at all times. Prior to a battle, you 
  may spend a Drama Die to go berserk. When you do so, you 
  become overwhelmed by a mindless rage which lasts as long as 
  you have enemies remaining active on the field. Your mouth 
  starts to froth, and you feel no pain. While you are berserk, you 
  are immune to the effects of being Crippled, but not to being 
  Knocked Out. Your Wits Rank is reduced to zero while you are 
  berserk. You receive a +5 bonus to all Brawn rolls (including 
  Wound Checks) and Damage rolls. Furthermore, you gain an 
  increase to your Fear Rating (if any) equal to one-third your 
  Panache (rounding up). 
  When in Mass Combat, an enraged berserker is always 
  considered Heavily Engaged. While berserk, it is hard to tell 
  friend from foe. It requires a Wits [5] roll (remember, your Wits 
  Trait is zero at the moment…) to recognize that someone is a 
  friend in combat. While berserk, you will attack anyone that you 
  do not recognize as a friend. Upon going berserk, you age by a 
  week for every Round of combat until the battle stops. 
  Once the battle stops, your Wits returns to its normal Rank, you 
  lose the bonuses you received to Brawn and Damage rolls, and 
  your Fear Rating goes back to its normal level. The effects of 
  being Crippled also affect you now, if you have taken enough 
  damage to have them apply to you. 
  Beginning Swordsman 
  Cost: As per Swordsman School, -10 HP (see Effect below) 
  There are many would be swordsmen in Théah who, for 
  whatever reason, failed to complete their basic training. Some 
  students cannot handle the pace of learning at a formal school; 
  others are expelled for showing poor discipline or behavior; 
  many lack the finances to complete their training and leave the 
  establishment to search for a sponsor. Of course there are also 
  those who lose their teacher in one of Théah's more bloody 
  duels. 
  Those students who do leave before their training is complete 
  know little more than the bare basics of the style. 
  
  PAGE 64 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Effect: You may purchase a Swordsman School for 10 HP less 
  than it's normal cost, but you are not afforded the normal benefits 
  of learning the style. Instead: 
  • You begin at Beginner Level (Mastery Level 0) and therefore 
  do not automatically learn the Apprentice Technique of that 
  School. 
  • You receive the Basic Curriculum of the School as normal. 
  • You do not receive free Membership to the Swordsman's 
  Guild (or the equivalent for Schools not granting this 
  benefit). You may still, however, purchase the Membership: 
  Swordsman's Guild Advantage in the normal fashion at Hero 
  Creation by spending 3 HP. 
  • You may select two Swordsman School Advanced Knacks at 
  Rank 1, excluding Exploit Weakness, and the remaining 
  Knacks begin at Rank 0. 
  • During Hero Creation, you may not increase any of the 
  Swordsman Knacks belonging to this School unless they also 
  belong to another School which you have studied to at least 
  Apprentice Level. 
  Once game play has started you may increase all Swordsman 
  Knacks as normal using Experience Points. Once all of the 
  Swordsman Knacks (including Exploit Weakness) are advanced 
  to Rank 1, you become an Apprentice of the school and gain the 
  Apprentice Technique. 
  From this point on the School is treated just like any other. 
  Until you attain this level however, all other students of the style 
  (excluding other Beginners) treat their Exploit Weakness Knack 
  as being 1 Rank higher when using it against you. 
  You may be a Beginning Swordsman in as many Schools as 
  you have Hero Points to do it. 
  Bodyguard 
  Cost: 7 HP (6 HP if Vendel) 
  You have hired a skilled soldier to act as a Bodyguard. He will 
  remain loyal to you so long as you do nothing to seriously upset 
  him and he isn’t offered a significantly better wage to work for 
  someone else. 
  Effect: The Bodyguard is considered a Henchman, and is built as 
  other Henchmen are. The Bodyguard receives one Swordsman 
  School of your choice, in addition to the normal 75 HP a 
  Henchman is designed with. 
  Bought Weapon 
  Cost: Varies 
  Restrictions: Vendel only 
  The Vendel do not have any special weapons that they employ. 
  Instead, they buy, barter, or steal from the other nations. Sidhe 
  weapons from Avalon, puzzle swords from Montaigne, Castillian 
  blades, twisted blades from Vodacce, and even rune weapons 
  from the Vestenmannavnjar, are all available to the Vendel. 
  Dracheneisen is not available, nor have the Vendel had success in 
  getting anything special from Ussura. 
  Effect: Vendel may obtain any of these weapons by spending 
  2 HP more than the Advantage would cost a Hero from its native 
  Country of Origin. 
  Example: A Vendel Hero who wants a Soldano Blade will pay 
  8 HP for it. 
  Brilliant 
  Cost: 3 HP 
  This character’s mind works in amazing ways. He is constantly 
  making intuitive leaps of logic that allow him to devise new 
  technologies and branches of science. 
  Effect: He rolls an extra unkept die when he makes Conception 
  checks (see the Invention rules in the Invisible College 
  sourcebook [IC:85]). 
  Castillian Accent 
  Cost: 0 HP 
  Restrictions: Castille only 
  An accent is an identifying characteristic in the way that a 
  person speaks that indicates he’s from a particular area. 
  Effect: Only a Hero fully proficient in a given language can 
  identify accents; Language Acquaintance and Pidgins are no 
  help, and non-Castillians may never have an accent. There are 
  five primary accents in Castille: Aldana, Gallegos, Soldano, 
  Torres, and Zepeda. Castillian Heroes with one of these accents 
  pay slightly different costs to learn foreign languages. An 
  explanation of each accent follows the language table below: 
  Castillian Language Table 
   
  Aldana 
  Gallegos 
  Soldano 
  Torres 
  Zepeda 
  Avalon 
  2 
  3 
  3 
  1 
  2 
  Castille 
  0 
  0 
  0 
  0 
  0* 
  Crescent 
  2 
  1 
  1 
  3 
  3 
  Cymru 
  3 
  4 
  4 
  2 
  3 
  Eisen 
  2 
  2 
  3 
  3 
  3 
  High Eisen 
  3 
  3 
  4 
  4 
  4 
  Inis 
  3 
  4 
  4 
  2 
  3 
  Montaigne 
  1 
  1 
  2 
  0 
  1 
  Teodoran 
  4 
  3 
  3 
  4 
  4 
  Théan 
  2 
  2 
  2 
  2 
  1 
  Ussura 
  3 
  2 
  2 
  3 
  3 
  Vendel 
  2 
  3 
  3 
  1 
  2 
  Vodacce 
  1 
  1 
  0 
  2 
  2 
  Aldana: Those with this accent are from Aldana. This is the 
  Castillian accent described in the 7th Sea Players’ Guide. 
  Gallegos: This accent is found among Castillians from 
  Gallegos. It has a great deal of influence from the Crescent 
  Empire, and as a result, its speakers pronounce j as zh. Speakers 
  with this accent are considered a bit unusual by Castillian 
  standards. Eastern languages are easier for the people of 
  Gallegos to learn, while northern languages are more difficult. 
  Soldano: The speech of the people of Soldano is heavily 
  influenced by Vodacce. Their pronunciation of o is much softer, 
  as in store. This accent is often associated with great lovers. The 
  people of Soldano speak Vodacce as a second language, and 
  many eastern languages are easier for them to learn. Far northern 
  languages, such as Avalon and Vendel, on the other hand, are 
  very difficult for them. 
  Torres: The long association and recent subjugation of Torres 
  by the Montaigne has lent it several aspects of the Montaigne 
  language. The most noticeable of these is the tendency to 
  pronounce ch as sh. Because of the war, Castillians with this 
  accent are viewed with some suspicion. Castillians from Torres 
  learn northern languages easily, and speak Montaigne as a 
  second language, but have a difficult time with eastern 
  languages. 
  Zepeda: One of the most isolated areas of Castille, Zepeda has 
  slowly drifted away from the mother language, picking up some 
  idiosyncrasies that confuse other Castillians. The strangest of 
  these is the tendency to pronounce j as h. Those with this accent 
  are considered pious. The people of Zepeda spend much of their 
  time in study, and are therefore literate in Castillian for free. 
  They are also able to learn the scholarly language of Théan more 
  easily. However, their isolationist attitude makes it hard for them 
  to learn languages which derive from other sources. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 65 
  Castillian Blade 
  Cost: Varies (see Blades below) 
  As every Castillian knows, the finest blades in the country 
  come from his home province. Of course, it might be argued that 
  the people of Soldano are the most “correct” in this belief, but 
  there can be no doubt that Castille is the home of some truly fine 
  bladesmiths. 
  Effect: A Hero may only buy one of the following Castillian 
  Blades. Castillians pay -1 HP less if they purchase this blade 
  from their home province. 
  Blades 
  Aldana Blade 
  Cost: 3 HP 
  The Aldana Blades are light and flexible, excellent for quick 
  strikes and rapid parries. When found in the hand of a skilled 
  Swordsman, an Aldana Blade is almost as dangerous as a 
  Soldano. 
  Effect: An Aldana Blade is a 2k2 Fencing weapon and allows 
  you to lower the result one of your Action dice by –1 at the start 
  of each Round. 
  Gallegos Blade 
  Cost: 3 HP 
  Gallegos Blades are well-balanced and durable. They can be 
  bent nearly double and will spring straight again. 
  Effect: A Gallegos Blade is a 2k2 Fencing weapon and adds +2 
  to any Attack rolls made with it. In addition, +5 is added to the 
  TN of any attempt to break a Gallegos Blade. 
  Soldano Blade 
  Cost: 6 HP 
  The fine Soldano steel is forged by the best Castillian 
  blacksmiths into blades of truly exceptional worth. These swords 
  hold an edge longer, are harder to break, and are better balanced 
  than most others. 
  Effect: A Soldano Blade is a 2k2 Fencing weapon at adds +2 to 
  any rolls made with it. This includes Attack rolls, Damage rolls, 
  Parry Active Defense, and any Swordsman Knacks that involve 
  Fencing. In addition, +5 is added to the TN of any attempt to 
  break a Soldano Blade. 
  Torres Blade 
  Cost: 3 HP 
  The Torres Blade is known for its extraordinary keen edge. 
  This allows the blade to cut deeper and do more damage in 
  general. 
  Effect: A Torres Blade is a 2k2 Fencing weapon that adds +3 to 
  any Damage rolls made with it. 
  Zepeda Blade 
  Cost: 2 HP 
  Zepeda Blades are generally considered to the least valuable of 
  the Castillian Blades. Although they are lighter and sharper than 
  a typical sword, they pale in comparison to the magnificent 
  Soldano Blades. 
  Effect: A Zepeda Blade is a 2k2 Fencing weapon that adds +1 to 
  any Attack or Damage roll made with it. 
  Castillian Education 
  Cost: 10 HP 
  Restrictions: Castille only 
  Perhaps as a result of their lost sorcery, the Castillians have 
  devoted a great deal of effort toward furthering their minds. 
  When purchasing the Advantage, you are devoting a fair number 
  of HP to your heritage. In this way, the Advantage works 
  similarly to sorcery in other nations—it qualifies for the reduced 
  cost of the noble Advantage, and signifies a connection of some 
  kind to the royalty of the nation (to be worked out between the 
  player and the GM). 
  Effect: Those Castillian Heroes who purchase this Advantage 
  may buy all their initial Civil Advanced Knacks at a cost of 1 HP 
  per Rank. Note that this only applies during Hero Creation. 
  Advanced Knacks bought during game play with Experience 
  Points must be paid for according to the normal costs. In 
  addition, the Hero can speak, read, and write the Théan 
  Language for free. 
  Castillian Squire 
  Cost: 7 HP (6 HP if Castille) 
  Great Heroes of Castillian legend are often remembered as 
  much for their faithful squires as for their valiant deeds. Often, a 
  deep friendship will form between master and servant, resulting 
  in a much more beneficial relationship between the two. 
  Effect: A Castillian Squire is a Henchman with Rank 2 in all 
  Traits, and 20 HP that the player may distribute, subject to the 
  same limitations Heroes face during Hero Creation. In addition, 
  the player may choose three Civil Knacks that the Squire has at 
  least one Rank in to be the Squire’s “Knacks of Expertise.” 
  Whenever the Squire is assisting the Hero in an activity using 
  one of his Knacks of Expertise, his master may add +1 Rank to 
  his Knack for his roll. 
  Example: For instance, if Research is one of Ramon’s Knacks of 
  Expertise and he is helping his master, Rodriguez, to search a 
  library for a specific book, then Rodriguez adds +1 Rank to his 
  Research Knack for this roll. 
  Cast-Iron Stomach 
  Cost: 1 HP 
  Your character never gets seasick. Ever. 
  Effect: In conditions that may have everybody else on that ship 
  hanging over the side or otherwise incapacitated, he will be 
  completely unaffected. It may be due to ancestry, or years of 
  nautical experience, or something else entirely. Note that this 
  advantage does not protect against other illnesses, injury, or 
  drowning. 
  Citation 
  Cost: 4 HP 
  Restrictions: You may not also take the Scoundrel Advantage. 
  There are many Citations a Hero may receive, including 
  medals, awards, letters of marque, ribbons, titles, and other 
  recognitions. Most will be gained during game play through 
  inventive or successful roleplaying, however, you have the 
  opportunity now to purchase one (and only one) citation as part 
  of your pre-game history. Both the player and the GM should 
  agree upon a good story for how you came to acquire the honor, 
  so be prepared to do a little work for this Advantage. 
  Effect: Your starting Reputation is increased by 10, which is 
  worth one Reputation die. 
  Close Family Member 
  Cost: Varies (May be purchased up to 3 times) 
  Restrictions: Montaigne only 
  The Hero has a particularly close family member who will go 
  out of his way to assist him. 
  Effect: The Hero may call upon him no more than once every 
  three months (bloods is only so thick, even in Montaigne). The 
  cost of this Advantage is determined by the relative’s profession 
  
  PAGE 66 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  and usefulness to the Hero, and the exact relationship between 
  them is up to the player. Noble Heroes should be familiar with 
  the various noble family descriptions for some famous people 
  that they can be related to (see the Montaigne sourcebook 
  [MN:14]). 
  Family Member 
  Commander: (5 HP) This relative has a high-ranking position in 
  the Montaigne army or navy, and is capable of pulling strings for 
  the Hero when called upon. This can be used to permit the Hero 
  to cross restricted areas, to arrange for a loan of a few men for 
  some official purpose, or even to make some army equipment 
  “disappear.” 
  Courtier: (3 HP) This relative is well-known at court, and is 
  capable of providing one 3-point, or smaller, favor (excluding 
  money lending) to the Hero when called upon. 
  Duelist: (4 HP) This relative is a talented duelist (Master of one 
  of the Swordsman Schools), and is capable of standing in for the 
  Hero for one fight when called upon. For each additional point in 
  this Advantage, your relative receives another Mastery Level in a 
  Swordsman School. 
  Example: Sébastien Valroux du Martise, who is a Master of 
  three Schools and a Journeyman in two others, would cost an 
  extra 10 HP, for a total of 14 HP. You can be assured that your 
  enemies would quake in fear when he showed up to fight for 
  you… 
  Family Head: (10 HP) This relative is the head of your family, 
  and plans to leave the position to you when he or she dies. In 
  addition, he or she is capable of calling on any of the other 
  relatives listed here (up to 8 points in value) for the Hero when 
  called upon. 
  Priest: (2 HP) This relative is highly placed in the Church, and is 
  capable of interceding on behalf of the Hero when called upon. 
  This can convince even the Inquisition to let the Hero go. 
  Scholar: (1 HP) This relative is a renowned scholar capable of 
  researching the answer to an obscure question or riddle for the 
  Hero when called upon. 
  Skilled: (3 HP) This relative is very skilled in a single non-
  Sorcerous Knack (a 5 in both the Knack and the appropriate 
  Trait, for a roll of 10k5), and will use this ability in the Hero’s 
  service when called upon. Good choice for the skilled Knack 
  include: 
  Blacksmith, 
  Tracking, 
  Seduction, 
  Socializing, 
  Underworld Lore. 
  Society Member: (3 HP) This relative is a member of one of the 
  Secret Societies, and can call in favors from the Society for the 
  Hero when called upon. 
  Sorcerer: (2 HP) This relative, a powerful Porté mage, can 
  transport the Hero and his friends wherever they need to go when 
  called upon. 
  Wealthy Merchant: (3 HP) This relative is a well-to-do 
  merchant and can loan the Hero money or equipment (up to 
  1,000G). This must be paid back, or the equipment returned, 
  within three months or this Advantage is lost for good. 
  Cold Climate Conditioning 
  Cost: 2 HP (1 HP if Ussuran, Highlander or Vesten) 
  You are used to cold weather. 
  Effect: When you take Wounds from the effects of cold weather, 
  you roll one less unkept Damage die. Unfortunately, you are not 
  used to warm climates. When you take Wounds from hot 
  weather, you roll one extra unkept Damage die. 
  Combat Reflexes 
  Cost: 3 HP 
  You have honed your martial acumen to a fine HP, and can 
  react to (often unexpected) developments in combat without 
  hesitation. 
  Effect: After Initiative is rolled for any Combat Round, you may 
  reroll one of your Action dice, but you are forced to take the new 
  roll, even if it is worse. 
  Connections 
  Cost: Varies (see Connection Types below) 
  A Connection is someone willing to assist you when you need 
  help. They are usually no more powerful or influential than you, 
  but the GM may let you take a more powerful Connection if you 
  can supply a good reason. When you purchase a Connection, you 
  should consider how you made the acquaintance in the first 
  place, how he or she feels toward you now, and any other details 
  you feel are relevant. 
  Effect: You may have as many Connections as you have Ranks 
  in Panache. Also, for an additional 2 HP, a Connection may have 
  an obligation of some form to you (worked out in conjunction 
  with the GM before start of play, to be effective). 
  Connection Types 
  There are three types of Connection, as follows: 
  Ally: (3 HP) In general, Allies are close friends who would walk 
  through fire for you. They should never be more powerful than 
  you at the start of the game, though their power level can change 
  quickly (and unpredictably) over the course of a campaign. 
  Confidant: (2 HP) Confidants are people you trust, but are not 
  “friends.” If they were forced to choose between you can their 
  own hide, they’d be more likely to choose the latter. Confidants 
  will never have more influence than you at the start of the game. 
  Informant: (1 HP) Informants are only interested in one thing—
  money. Pay them what they want, and they’ll get you what you 
  need. They never start out with more influence than you. 
  Commission 
  Cost: Varies (2 HP less if Montaigne, to a minimum of 1 HP) 
  Your family has a long history of military service, and the duty 
  of carrying on the family tradition has fallen on your shoulders. 
  The Commission Advantage is more than just a purchased 
  position. It represents your family’s long and respected history 
  with the service—one which you have inherited. Anyone can buy 
  a place in the military, but you’ve earned it. The men in your 
  command know and respect you, and will follow your orders 
  with precision and passion. 
  Effect: Your rank in the military branch you wish to join 
  determines the HP cost of this Advantage: 
  HP 
  Army Rank 
  Navy Rank 
  2 
  Corporal 
  Sailor 
  4 
  Sergeant 
  Mate 
  6 
  Lieutenant 
  Petty Officer 
  8 
  Captain 
  Lieutenant 
  Heroes in the Army or Navy can expect many advantages. 
  First, they always have a retinue of allies, all wearing the same 
  uniform. Second, they are always well-equipped. Lastly, Heroes 
  in the military can command a great deal of influence and respect 
  from their respective countries. They cannot, however, expect to 
  be bailed out of every situation by their fellow soldiers, and 
  adventuring parties never get a military company to use as 
  cannon fodder. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 67 
  The Army 
  Corporal: Corporals are enlisted men, and are generally under 
  direct command of sergeants. Their salary is 8 Guilders per 
  month. 
  Sergeant: Sergeants are non-commissioned officers, generally in 
  charge of from ten to thirty men. Their salary is 20 Guilders per 
  month. 
  Lieutenant: Lieutenants are officers who have several sergeants 
  at their disposal. Their command commonly includes about one 
  hundred men. Their salary is 50 Guilders per month. 
  Captain: Captains are officers who have a lieutenant or two in 
  their personal staff. Their command includes up to five hundred 
  men. Their salary is 75 Guilders per month. 
  The Navy 
  Sailor: Sailors are the most experienced and well-trained sailors 
  of the navy. Their rank is considered about equal to corporals in 
  the army. Their salary is 10 Guilders per month. 
  Mate: Mates are sailors with specialized Skills. They are usually 
  under direct command of first mates. Their salary is 25 Guilders 
  per month. 
  Petty Officer: Petty officers are the men in charge of specific 
  duties. The first gunners’ mate, for example, is in charge of 
  firing the cannons. Their salary is 60 Guilders per month. 
  Lieutenant: Lieutenants make up the high officers of the ship. 
  Each lieutenant is in charge of a specific group of men. The two 
  ship lieutenants are the ship’s master and boatswain. Their salary 
  is 90 Guilders per month. 
  Cymbr Connection 
  Cost: 3 HP 
  Either through birth or some past deed, you have earned the 
  trust of the wandering Cymbr people. You know the location of 
  several Cymbr villages and understand the signs they use to 
  communicate with each other. You can use those signs to recruit 
  help if you wish, or hide from pursuit by taking shelter in one of 
  their permanent enclaves. 
  Effect: Though you receive no tangible benefits, the Cymbr 
  know and trust you, and will be considered friendly to you and 
  your companions (provided you do nothing to break that 
  friendship). 
  Dangerous Beauty 
  Cost: 3 HP 
  You have a certain something about you that attracts members 
  of the opposite sex. 
  Effect: You always roll an extra two unkept dice for any 
  seduction attempts. 
  Debater 
  Cost: 2 HP 
  You were born to argue. nothing thrills you more than a heated 
  debate, and you love winning the way a General loves victory in 
  battle. 
  Effect: You receive a Free Raise to your Oratory Knack during 
  Contested Social rolls or any form of verbal argument. 
  Dracheneisen 
  Cost: 10 (Petty Nobility) or 20 (Minor Nobility) or 40 HP (Full 
  Nobility) 
  Restrictions: Eisen only 
  The Eisen have never had sorcery, but their land is riddled with 
  veins of ore they call Dracheneisen (or “Dragon’s Iron”). It is a 
  superior grade of iron-bearing ore unseen anywhere else in 
  Théah, and an entire group of Eisen’s smiths (see the Nibelung 
  Advantage below) have devoted their lives to crafting items from 
  it. The process is long and difficult, but the end results are 
  impressive. 
  When purchasing this Advantage, you devote a large number 
  of HP to your heritage. In this way, the Advantage works 
  similarly to sorcery in other nations—it qualifies for the reduced 
  cost of the Noble Advantage, and signifies a connection of some 
  kind to the royalty of the nation. 
  Effect: You may choose from either Full, Minor, or Petty 
  Nobility. Each has a different HP cost, and provides 
  Dracheneisen points. 
  Nobility Equivalents 
  Full Nobility: (40 HP) This gives you 16 Dracheneisen points to 
  spend on the Dracheneisen Equipment table and on Panzerhand 
  Modifications. 
  Minor Nobility: (20 HP) This gives you 6 Dracheneisen points 
  to spend on the Dracheneisen Equipment table. 
  Petty Nobility: (10 HP) This gives you 3 Dracheneisen points to 
  spend on the Dracheneisen Equipment table. 
  Dracheneisen Equipment Table 
  Name* 
  Cost Effect 
  Armor 
   
   
  Arm Guard (2) 
  2 
  2 Armor points each 
  Boot (2) 
  1 
  1 Armor point each 
  Breastplate (1) 
  6 
  6 Armor points 
  Buckler (1) 
  4 
  1k1 Buckler; +1 unkept die when using 
  Buckler Knacks 
  Gauntlet (1) 
  2 
  2 Armor points 
  Helmet (1) 
  3 
  3 Armor points 
  Leg Guard (2) 
  2 
  2 Armor points each 
  Panzerhand (1) 
  6 
  3 Armor points; +1 unkept die when 
  using Panzerhand Knacks 
  Weapons 
   
   
  Crossbow 
  4 
  -5 to opponent’s TN to be Hit; Range is 
  increased by 20 yards 
  Fencing weapon 
  3 
  2k2 Fencing weapon; +1 unkept die 
  when using Fencing Knacks 
  Heavy Weapon 
  4 
  3k2 Heavy Weapon; +1 unkept die when 
  using Heavy Weapon Knacks 
  Knife 
  2 
  1k2 Knife; +1 unkept die when using 
  Knife Knacks 
  Musket 
  7 
  -5 to opponent’s TN to be Hit; Range is 
  increased by 20 yards 
  Pistol 
  5 
  -5 to opponent’s TN to be Hit; Range is 
  increased by 20 yards 
  Polearm 
  5 
  3k2 Polearm; +1 unkept die when using 
  Polearm Knacks 
  Zweihander 
  6 
  3k3 Zweihander; +1 unkept die when 
  using Heavy Weapon Knacks 
  Miscellaneous 
   
   
  Lock 
  2 
  An unbreakable padlock 
  Raw Dracheneisen 
  2 
  3 Units of Dracheneisen (see the 
  Nibelung Advantage for details) 
  * 
  Numbers in parentheses are the maximum number of items of this type that 
  may be purchased. 
  After the number of Armor points is determined (by adding the 
  total benefit of all pieces you have purchased with your 
  Dracheneisen points), the bonus to your TN to be Hit and 
  Damage rolls made against you can be found on the 
  Dracheneisen Armor Modifiers Table. 
  
  PAGE 68 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Dracheneisen Armor Modifiers Table 
  Armor 
  HP 
  TN 
  Modifiers 
   
  Damage Reduction 
  1-6 
  None 
  -1 to attackers Kept dice (min. of 0) 
  7-12 
  +5 
  -1 to attackers Kept dice (min. of 0) 
  13-18 
  +5 
  -2 to attackers Kept dice (min. of 0) 
  19-24 
  +10 
  -2 to attackers Kept dice (min. of 0) 
  These benefits are total, not cumulative. TN bonuses gained 
  from Dracheneisen cannot be negated normally, so a surprised or 
  prone Eisen with +5 to his TN would still have a TN to be Hit of 
  10. 
  Panzerhand Modifications 
  You must have purchased a Dracheneisen panzerhand to 
  purchase any of these modifications. There is a limit of one 
  modification per panzerhand. 
  Locking Grip: (3 HP) When using the Bind (Panzerhand) 
  Knack, your opponent may not break your grip, and you may use 
  the Disarm (Panzerhand) Knack or the Eisenfaust Journeyman 
  ability. It requires a key and 3 Actions to release your grip, and 
  until then, your off-hand cannot be used for anything else. 
  Mounted Crossbow: (4 HP) A 1k3 crossbow is built into the 
  panzerhand. The crossbow is normal in all ways except for size 
  and damage. 
  Built-in Pistol: (5 HP) A pistol is built into the panzerhand. 
  When loaded (20 Actions), the first successful use of the Attack 
  (Panzerhand) Knack causes it to go off, inflicting 4k3 Damage, 
  +1 unkept die for every Rank of Brawn the wearer possesses. 
  Spikes: (2 HP) The panzerhand has spikes built into it, 
  increasing its damage to 2k2. 
  Weighted Knuckles: (1 HP) The panzerhand is fused shut in a 
  fist, and possesses heavy weighted knuckles. This increases its 
  damage to 2k2, but it cannot be used for anything except 
  punching, including the Bind (Panzerhand) and Disarm 
  (Panzerhand) Knacks, unless the GM deems it possible. 
  Drago 
  Cost: 6 HP (5 HP if Vendel) 
  You have a Vendel Drago (a paid guide and secretary) in your 
  employ at the start of the game. 
  Effect: Besides his normal duties, he is skilled at carrying 
  messages at your request. The Drago is considered a Henchman 
  and is built as other Henchmen are. He receives Rank 3 in each 
  Guide Knack, in addition to the normal 75 HP a Henchman is 
  designed with. 
  Dual Nationality 
  Cost: 10 HP 
  Many citizens of Théah can claim dual nationality based on 
  grounds of mixed parentage or having lived in a foreign land for 
  many years. For example the bastard son of a Montaigne noble 
  and his Vodacce Fate Witch lover or the daughter of a Vendel 
  ambassador living abroad in Eisen. While some nations may, in 
  many cases, consider a person of dual nationality as something 
  of an outcast this status carries many benefits. 
  Effect: Choose two home nationalities. You are in most respects 
  considered to have both of these nationalities. This includes: 
  • Cost and availability of Advantages. 
  • Cost of Swordsman Schools. 
  • Available Sorceries. 
  • You must choose one of the national Trait bonuses; you may 
  not take both. 
  • You can Speak both nations’ Languages for free. 
  • If you choose to take Twice-Blooded Sorcery in the Sorceries 
  of both of your home nations then you receive a –5 HP 
  discount to the cost of the Twice-Blooded Sorcery 
  Advantage. 
  • When purchasing Languages you may choose which table to 
  take the Advantage cost from, but you must purchase all 
  languages using this table; you may not choose the most 
  beneficial cost for each language. You may, however, have 
  two “Accent” Advantages. 
  Eagle Eyes 
  Cost: 2 HP 
  The Hero can see further than most people. 
  Effect: You receive two Free Raises for Perception checks 
  involving seeing something far away. 
  Eisen Accent 
  Cost: 0 HP 
  Restrictions: Eisen only 
  An accent is an identifying characteristic in the way a person 
  speaks that indicates he’s from a particular area. Only a Hero 
  fully proficient in the language can identify accents, and non-
  Eisen may never have an accent. There are five primary accents 
  in Eisen: North, South, Hainzl, Republic, and Freiburg. Eisen 
  Heroes with one of these accents pay slightly different costs to 
  learn foreign languages. 
  Eisen Language Table 
   
  South 
  North 
  Hainzl 
  Freiburg Republic 
  Avalon 
  1 
  2 
  2 
  0 
  2 
  Castille 
  2 
  1 
  3 
  1 
  2 
  Crescent 
  3 
  3 
  2 
  2 
  3 
  Cymru 
  2 
  3 
  3 
  1 
  3 
  Eisen 
  0 
  0 
  0 
  0 
  0 
  High Eisen 
  1 
  1 
  1 
  2 
  0 
  Inis 
  2 
  3 
  3 
  1 
  3 
  Montaigne 
  2 
  2 
  3 
  1 
  3 
  Teodoran 
  3 
  3 
  2 
  2 
  3 
  Théan 
  3 
  3 
  3 
  2 
  2 
  Ussura 
  2 
  2 
  1 
  1 
  2 
  Vendel 
  1 
  2 
  2 
  0 
  1 
  Vodacce 
  2 
  1 
  1 
  1 
  2 
  North: This accent indicates that the speaker is from Pösen or 
  von Wische. This is considered a regal accent in Eisen. Speakers 
  have a tendency to pronounce the end of a word with a soft 
  exhalation. Northern languages are easier for North Eisen to 
  learn, while southern languages are more difficult. 
  South: Those with this accent are from Fischler or Sieger. This 
  accent is often seen as a sign of common birth. This is the Eisen 
  accent described in the 7th Sea Player’s Guide. 
  Hainzl: This accent is found among Hainzl folk, and is 
  believed to signify a worldly, cultured person. It is strongly 
  influenced by Ussuran, and those who speak with it use many 
  Ussuran words in everyday conversation. Northern languages are 
  harder for Hainzl Eisen to learn, while Southern and Eastern 
  languages are simpler. 
  Freiburg: This accent is found among speakers from the city of 
  Freiburg. It is easily recognized because of the generous use of 
  various foreign words in everyday conversation. Other Eisen are 
  often suspicious of them, due to Freiburg’s reputation as a den of 
  thieves and heathens. Since they are exposed to many different 
  languages, Heroes from Freiburg learn foreign languages more 
  easily, however, they may not take the Linguist Advantage. 
  Republic: This accent is associated with speakers from the 
  königreich of Heilgrund, and is believed to indicate a traditional, 
  conservative background. Because of their traditional views, 
  Heroes from Heilgrund shun the languages of those countries 
  that are mistrusted by the Eisen. On the other hand, even the 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 69 
  peasants are tutored in the High Eisen tongue, and receive it for 
  free. 
  Eisen Bodyguard 
  Cost: 6 HP (5 HP for Eisen) 
  You have hired a skilled Eisen soldier to be a bodyguard. He 
  will remain loyal so long as you do nothing to seriously upset 
  him and he isn’t offered a significantly better price to betray you. 
  Effect: The Bodyguard receives an Eisen Swordsman School in 
  addition to the normal 75 HP a Henchman is built with. 
  Extended Family 
  Cost: 5 HP 
  Restrictions: Castille only 
  You can always expect a hot meal and a place to stay from your 
  family, not to mention the occasional bit of assistance. Moreover, 
  they’ve spread to every corner of Théah, so that even in the wilds 
  of Ussura you’re liable to come across someone who’s married to 
  your third cousin, twice removed. 
  Effect: When you want to use this Advantage, roll a die and 
  consult the table below. If you roll equal to or less than the 
  Frequency Target Number listed next to the nation you’re 
  currently in, you remember a family member who lives in the 
  area. Otherwise, you must travel at least 100 miles away before 
  attempting to use this Advantage again. Since your family moves 
  around a lot, you won’t always find a family member in the same 
  place twice. 
  Extended Family Table 
  Nation 
  Frequency 
  Castille (Home Province) 
  10 
  Castille (Other Province) 
  9 
  Vodacce 
  8 
  Eisen (Vaticine Province) 
  7 
  Eisen (Objectionist Province) 
  6 
  Avalon 
  5 
  Vendel 
  4 
  Montaigne 
  3 
  Crescent Empire 
  2 
  Ussura 
  1 
  Other Lands 
  Never 
  Faith 
  Cost: 5 HP 
  It doesn’t matter if you are a Vaticine, Objectionist or 
  Orthodox, you are a devout believer in the message of the 
  Prophets. You believe that life is a riddle, that it can be Sorted 
  out and those who do so come closer to the Creator. 
  Effect: You aren’t really sure what this Advantage does. In fact, 
  it may not do anything at all. The GM may have some ideas on 
  what this does, but that’s up to him. Is it worth it? You’ll just 
  have to exercise some Faith and find out. 
  Fhideli Connection 
  Cost: 3-5 HP (see Effect below) 
  At one point your character spent some time with (or was 
  possibly adopted by) the Fhideli. This means that you have spent 
  some time in Ussura if not originally from that country. 
  Effect: The potency of this Advantage determines how much 
  your character really knows about the Fhideli’s life and how 
  welcome he would be back among them. 
  3 HP: The Fhideli know and trust you, and you are considered 
  a friend at nearly any of their camps. 
  4 HP: You were actually adopted into a vitzi and learned to live 
  as a Fhideli. The Language: Fhideli advantage costs you 2 HP 
  (instead of 4 HP). 
  5 HP: Not only were you adopted by a vitzi, but they also 
  entrusted you with their deepest secrets. You may take the 
  Language: Fhideli Advantage for 2 HP, and you know the truth 
  about Vayu. A word to the wise, however; a Hero this respected 
  who betrays the Fhideli may earn themselves a 3-point Cursed 
  Background, subject to GM approval. 
  Foul Weather Jack 
  Cost: 5 HP 
  Whether you like it or not, excitement has a way of finding 
  you. Princesses come to you seeking a rescuer, and old 
  girlfriends turn up after years, only to be involved in plans to 
  take over the world with your best friend. Never let it be said that 
  you lead a boring life. 
  Effect: You receive one free 4 HP Background at the start of the 
  game. This is the only way you can invest more than 3 HP in a 
  single Background. You cannot take any other Backgrounds 
  besides this one, but should you ever resolve it, you receive a 
  new 4 HP Background to replace it. 
  Friend at Court 
  Cost: 1-3 HP per Friend (may be purchased up to 3 times) 
  This Advantage allows a Hero to begin the game with a 
  connection at court. 
  Effect: For every point put into this Advantage, the Hero may 
  divide 3 points among the Like and Usefulness boxes of the 
  connection. This Advantage may be purchased up to three times, 
  each for a different connection. 
  Gentry 
  Cost: 8 HP (4 HP if you have purchased Sorcery) 
  Restrictions: Montaigne only 
  Your Hero is a member of the gentry, an unlanded noble who 
  wanders from house to house. 
  Effect: As a result of your inheritance, you receive 10,000G as 
  starting money, but you have no monthly income unless you 
  create it through investments. Gentry receive a Free Raise when 
  using the Mooch Knack. Finally, while exercising your visitation 
  rights with another noble, you must roll a die once per month on 
  the following chart, subtracting 1 for every month beyond the 
  first you’ve been living off your current host’s hospitality: 
  2 or less: Your host is angry with you and you are asked to 
  leave. You must move yourself to another noble’s house. Every 
  week on your own costs you 100G in living expenses. You 
  cannot visit this noble again for two years, and it is considered a 
  2-point favor to move into a noble’s house (see Courtly Intrigue 
  in the Montaigne sourcebook). 
  3-8: No effect. 
  9 or more: You are invited to stay at another noble’s house. For 
  the first month, add +2 when rolling on this chart After that, the 
  modifier to the roll diminishes by 1 every month as usual (+1, 
  +0, -1, -2, etc.). 
  Gesa 
  Cost: 3 HP (Lesser Gesa) or 5 HP (Greater Gesa) 
  Gesa are powerful spells cast on Heroes (and Villains). 
  Effect: Only Heroes and Villains may have Gesa; Henchmen and 
  Brutes are not eligible for Gesa. The number of HP varies, 
  depending on the Gesa cast; Lesser Gesa cost 3 HP, while 
  Greater Gesa cost 5 HP. See the Druid School section in the 
  Avalon sourcebook [AV:98] for more information, and specific 
  Gesa. 
  
  PAGE 70 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Glamour-imbued Weapon 
  Cost: 1-3 HP (Apprentice = 1, Adept = 2, Master = 3) 
  Restrictions: Sidhe Weapons only 
  Some Sidhe Weapons (see the Sidhe Weapon Advantage) are 
  imbued with additional Glamour when they are forged. Such 
  weapons are generally given a name, and are always melee 
  weapons of some form. 
  Effect: This has the effect of providing an additional capability 
  to the weapon similar to that of the abilities of a specified 
  Glamour Knack. Regardless of how many imbuements the 
  weapon possesses, only one Glamour ability can be used once 
  per Act, and is automatically assumed to provide the minimum 
  number of Glamour or Drama Dice (as appropriate) to achieve 
  the effect. The cost of the Glamour is based on the Mastery 
  Level that the ability is gained at under that Glamour Knack, and 
  is in addition to the cost of the weapon. Note that only the ability 
  provided at that Mastery Level is imbued into the weapon. 
  Multiple Glamour abilities may be imbued into the same 
  weapon, but no more than 3 HP total can be invested in this 
  Advantage per weapon (i.e. a weapon could have a maximum of 
  three Apprentice Degree abilities, one Apprentice and one Adept 
  Degree ability, or one Master Degree ability). In any other 
  circumstances, consider the effect to be the same as if a Glamour 
  mage had used the ability (for purposes of magic suppression, 
  etc.). 
  Glamour-mere 
  Cost: Varies (Up to 40 HP, in 8 HP increments) 
  Restrictions: Glamour mage only 
  A Glamour mage with a good relationship to the Sidhe can 
  possess a special Sidhe item that allows him to double the 
  number of Knacks he may possess per Trait (to a new maximum 
  of 2 Knacks per Trait). This item is known as a Glamour-mere. 
  Glamour-meres come in many shapes and sizes. The physical 
  manifestation of the item is determined by the GM. 
  Effect: The sorcerer must “invest” another 40 HP (or 120 XP) in 
  the item, either at Hero Creation or during the game, and loses 
  the ability to use those extra Knacks if he loses the item. The 
  Glamour-mere may be “invested” gradually—gaining +1 new 
  Knack for each 8 HP (or 24 XP) placed in the item—in excess of 
  the normal cost to obtain/increase a Knack.) 
  Governor 
  Cost: 6 HP 
  Restrictions: Vodacce only 
  You control a portion of territory on the Vodacce mainland, 
  governing it for the ruling family. Each month, you receive a 
  certain amount of money from your Prince for the purposes of 
  bettering the province: building roads, employing guardsmen, 
  and handling various and sundry problems. While the office has 
  many perks, it is also hard work, and most governors are deeply 
  entrenched in the Great Game. Step carefully if you wish to 
  prosper. 
  Effect: You receive 1,000G in starting income. Your monthly 
  income, on the other hand, is not set. You receive 50G a month 
  normally, but you may attempt to embezzle extra money from 
  your Prince. If you do so, you must make a Wits+Accounting roll 
  against a TN of 5, plus 5 for each additional 50G you are 
  attempting to embezzle that month. If you fail the roll you get 
  caught, and your GM will determine what happens then. 
  Grotesque 
  Cost: 4 HP 
  Restrictions: You cannot take either of the Appearance or 
  Dangerous Beauty Advantages. 
  You have some form of deformity, ailment, or scarring that 
  utterly horrifies people. 
  Effect: You have a Fear Rating of 1, which can be canceled by a 
  successful Wits+Disguise [15] roll. 
  Handy 
  Cost: 3 HP 
  Similar to being Brilliant, this character has a natural aptitude 
  towards building things. He instinctively understands how to put 
  things together and can transform an abstract diagram into a 
  practical object with little more than a few tools. 
  Effect: This Advantage gives a Free Raise to any Construction 
  Checks the character makes (see the Invention rules in the 
  Invisible College sourcebook [IC:85]). 
  Hemophiliac 
  Cost: 2 HP or 4 HP if bought twice (see below) 
  Restrictions: Porté mage only 
  Hero Creation: This advantage may be bought twice (4 HP; 5 
  items per Mastery Level; a +20 TN penalty to First Aid rolls). 
  Your blood is thinner than most; there is recent theory that this 
  is due to your Noble lineage. 
  Effect: You can blood 4 items per Mastery Level (as opposed to 
  the normal 3 item). However, all First Aid rolls made on you are 
  at a +10 TN penalty. 
  Home Neighborhood: City+Neighborhood 
  Cost: 2 HP 
  You’ve lived in your home city for many years—long enough 
  to become familiar with the people in your neighborhood and the 
  area itself. Choose a neighborhood from your home city. 
  Generally, this is simply a case of choosing a geographical area 
  such as Southern district, Western District, the Slums, etc. This 
  area is your Home Neighborhood. 
  Effect: While you are in your Home Neighborhood, you receive 
  a Free Raise to all Social rolls. In addition, your Streetwise 
  Knack is considered to be two Ranks higher, even if you don’t 
  possess that Knack, as long as you remain in the neighborhood. 
  Finally, any public knowledge about the area is available to you 
  at the GM’s discretion. 
  Hook-hand 
  Cost: 2 HP 
  At some HP, and for some reason, the Hero has had one of his 
  hands cut off at the wrist. This is now been replaced with a 
  wooden hand wielding a Hook of some (usually vicious) variety. 
  Effect: The Hook can be wielded in Combat with the Knife or 
  Dirty Fighting Skills, dealing 1k2 Damage and, short of having it 
  cut off again, the Hero can’t have the Hook disarmed. Obviously 
  possessing a Hook-hand might have its social downsides, 
  however… 
  Idiot Savant 
  Cost: 3 HP 
  Your brain works in markedly different ways from most. 
  Effect: Add 2 Kept dice on all Gambling, Gaming, or 
  Mathematics rolls, or other rolls involving memory. However, 
  your social graces leave something to be desired. As such you 
  suffer a –2 unkept dice penalty on any Repartee rolls. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 71 
  Indomitable Will 
  Cost: 3 HP 
  You are a stout soul, set in your ways and hard to convince; 
  you can stand in a room of bickering nobles and never feel the 
  need to side with any of them. 
  Effect: Roll +2 unkept dice when resisting Contested Social 
  rolls. 
  Inheritance 
  Cost: 1-10 HP (see Inheritance Table below) 
  You have been gifted with something of value. Perhaps it was 
  left to you by a late relative, or perhaps you have recently grown 
  into a trust fund. Or maybe—if you’re willing to risk having a 
  dependent—it was even a dowry or gift from your spouse’s 
  parents. It could be a cherished heirloom, handed down through 
  your family for generations, or simply a large sum of money. 
  Regardless, it belongs to you now, free and clear. 
  Effect: The Inheritance Table should give you an idea of the 
  worth of your Inheritance, so that the specifics can be worked out 
  with the GM. Note that “common” valuables—like jewelry and 
  art—are not included, as their HP cost should be easily derived 
  from the Monetary Value column. 
  Inheritance Table 
  HP 
  Cost 
  Monetary 
  Value 
   
  Example Items 
  1 
  500G 
  One well-made musket 
  2 
  1,000G 
  One well-trained riding horse 
  3 
  1,500G 
  One indentured servant (for life) 
  4 
  2,000G 
  One small swivel-gun, or one ship’s cannon 
  5 
  2,500G 
  One small library 
  6 
  3,000G 
  One obligation from a supernatural creature 
  7 
  3,500G 
  Minor position on your nation’s ruling council 
  8 
  4,000G 
  One large cannon, or one Syrneth artifact 
  9 
  4,500G 
  One well-trained racing or war horse, or a very 
  small parcel of well-irrigated land 
  10 
  5,000G 
  One fancy coach, a very small (and likely) 
  remote island, or a small business 
  Jarl 
  Cost: 8 HP (4 HP if you have purchased Sorcery) 
  Restrictions: Vesten only; You cannot also take the Thrall 
  Advantage. 
  You are a jarl, a member of the warrior caste of the 
  Vestenmannavnjar. You are an unlanded, untitled member of this 
  caste, and must live as a supporter of other jarls. You essentially 
  act as a minor officer in the army of another jarl, but with higher 
  pay. 
  Effect: You start the game with 500G and have a monthly 
  income of 100G. Also, you hold a rank equivalent to lieutenant, 
  but do not receive any extra income from it. 
  Keen Senses 
  Cost: 2 HP 
  You have very acute senses, making you more likely to spot a 
  small mark on the floor or detect the faint taste of almonds in 
  your tea. 
  Effect: You receive +1 unkept die for any Perception checks that 
  involve one of your senses, as well as any Surprise checks. 
  Language 
  Cost: Varies (see Languages Table below) 
  You can speak more than one language. 
  Effect: Use this Advantage if you want to pursue languages in a 
  “general” sense, otherwise check with the various nation’s 
  “nation” Accent Advantages in these rules for more specific 
  language costs. The points costs listed here are those for the 
  default accent for each nation. The HP cost for different 
  languages can be found on the Languages Table. Find your 
  native country along the top, then find the language you want to 
  speak in the left column and where they intersect is the HP cost. 
  Note that literacy (the ability to read and write, rather than just 
  speak) increases the cost of a language by +1 HP. 
  Languages Table 
   
  Avalon Castille Eisen Montaigne Ussura Vendel Vodacce 
  Avalon 
  0 
  2 
  1 
  2 
  2 
  1 
  2 
  Castille 
  2 
  0 
  2 
  1 
  3 
  2 
  1 
  Crescent 
  3 
  2 
  3 
  4 
  2 
  3 
  4 
  Cymru 1 
  1 
  3 
  2 
  3 
  3 
  2 
  3 
  Eisen 
  1 
  2 
  0 
  2 
  2 
  1 
  2 
  High Eisen 2 
  2 
  3 
  1 
  3 
  3 
  2 
  3 
  Inis 3 
  1 
  3 
  2 
  3 
  3 
  2 
  3 
  Montaigne 
  2 
  1 
  2 
  0 
  3 
  2 
  1 
  Teodoran 4 
  3 
  4 
  3 
  4 
  1 
  3 
  4 
  Théan 5 
  3 
  2 
  3 
  2 
  4 
  3 
  2 
  Ussura 
  2 
  3 
  2 
  3 
  0 
  2 
  3 
  Vendel 
  1 
  2 
  1 
  2 
  2 
  0 
  2 
  Vodacce 
  2 
  1 
  2 
  1 
  3 
  2 
  0 
  1 
  Cymru was the prevalent language in Avalon prior to the Montaigne invasion. 
  2 
  High Eisen was developed in order to speak privately in front of dignitaries from other 
  countries. 
  3 
  Inis is spoken in Inismore, but is rarely spoken outside of there. 
  4 
  Théan was the official language of the old Republic (1 AUC to 340 AV). Mass and 
  most scripture of the Church of the Prophets, as well as some less mainstream scholarly 
  tests, use this language today. 
  5 
  Teodoran is the language from which modern Ussuran is descended. Today it has 
  become an obscure language spoken only among scholars, and occasionally used to 
  conceal messages. 
  Acquaintance: A Hero who only wants to learn the basics of a 
  language can become acquainted with it for 2 HP less than 
  normal (minimum cost of 1 HP). The Linguist Advantage is 
  cumulative with this discount. Heroes acquainted with a 
  language understand only the basic concepts of the language, 
  such as common verbs, nouns, etc. If there is any doubt as to 
  whether the Hero could understand what’s being said, roll a die. 
  On an 8 or less, he makes out what’s being said. On a 9 or 0, he 
  doesn’t understand a word. To signify that the Hero is only 
  acquainted with the language, put an ACQ next to it on your Hero 
  Sheet. 
  Pidgin: When two languages are in long-term contact with one 
  another, such as at major ports, a pidgin—an odd mixture of the 
  two languages—often results. A Hero can purchase a pidgin by 
  selecting the two languages to be mixed, and paying 3 HP less 
  for each of them (minimum of 1 HP for both languages together). 
  A Hero who knows a pidgin understands only the simplest 
  concepts of the two languages. If there is any doubt as to whether 
  the Hero could understand what’s being said, roll a die. On a 5 or 
  less, he makes out what’s being said. On a 6 or higher, he doesn’t 
  understand a word. To signify that the Hero only understands a 
  pidgin of the languages, put a PDG next to the two languages on 
  your Hero Sheet. 
  Language: Fhideli 
  Cost: 4 HP (2 HP if Naditi) 
  The language the Tibesti speak among themselves grew along 
  completely different paths than those spoken by the rest of 
  modern society until three hundred years ago, and since then it 
  has absorbed and adapted pieces of almost every other language 
  on Théah. As a result it is a difficult tongue for the gadjo to 
  master but Fhideli can pick up new languages fairly easily 
  considering their differences. 
  Effect: Written Fhideli is a cryptologist’s nightmare, since it is 
  always written phonetically in the language of the host nation. 
  Therefore, an Ussuran Fhideli script would seem like gibberish 
  to a native Ussuran. 
  
  PAGE 72 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Second, a Fhideli character begins the game with two 
  languages; Fhideli and the language of his or her host country 
  (almost always Ussura). 
  Language: Old Fhideli/Naditi 
  Cost: 2 HP 
  Restrictions: Fhideli only; Spoken only 
  This is the language that was spoken by the Fhideli in ancient 
  times. These days it is only used in vayu rituals, and occasionally 
  by obstinate sanats. 
  Effect: No written form of Naditi survives today. 
  Large 
  Cost: 5 HP (3 HP if Vesten) 
  Restrictions: You cannot also possess the Small Advantage. 
  You are a big person (about six inches to one foot taller than 
  average). 
  Effect: All of your Damage and Intimidation rolls gain +1 
  unkept die. 
  Left-Handed 
  Cost: 3 HP (1 HP if Vodacce) 
  Not so much the inability to wield a weapon with your right 
  hand as proficiency with your left hand, this means that you 
  have—either by birth or training—managed to overcome the 
  natural handicap of working and fighting with your left hand. 
  Since most other fighters (even other left-handers) are trained to 
  fight right-handed Swordsmen, they have a bit more trouble 
  dealing with you. 
  Effect: All Attack rolls you attempt with your left hand are made 
  with +1 unkept die. Your right hand is now considered to be your 
  off-hand. 
  Legendary Trait 
  Cost: 3 HP (1 HP if Avalon) 
  Somehow, your potential with one of the five basic Traits has 
  been boosted. You might just be special, or you might have 
  devoted your entire life to one particular characteristic. 
  Effect: When you purchase this Advantage, nominate a single 
  Trait. You may, when you have the Experience Points, improve 
  that Trait to Rank 6. This does not change your starting Trait 
  limit of 3 (or 4 for Country of Origin bonus). 
  Linguist 
  Cost: 2 HP (1 HP if Vendel) 
  Restrictions: Eisen originating from Freiburg cannot take this 
  Advantage. 
  You have a natural ability with languages; you look at foreign 
  words and can work out the common denominator between them. 
  This makes you an invaluable commodity across Théah, as an 
  interpreter if nothing else. 
  Effect: All languages cost –1 HP less to purchase (to a minimum 
  of 1 HP, unless it would normally cost you 0 HP). You are also 
  literate in the language of your Country of Origin for free. 
  Local Hero: City 
  Cost: 2 HP 
  Not only have you been to this (specific) city before, but 
  you’ve also made a great impression on the people there. Maybe 
  the local paper featured you in an article, or maybe some of your 
  heroism found its way into the gossip mills, but any way you 
  look at it, you’re famous—here, at least. 
  Effect: While in this city, you receive an extra Reputation die. 
  Lucky 
  Cost: 5 HP 
  Plain and simple, you're just a little bit luckier than most people 
  are. 
  Effect: You receive an additional Drama Die each story. This 
  acts as a normal Drama Die in all ways, including giving you XP 
  if unused. 
  Instead of taking a Drama Die, you may use your luck to reroll 
  a month's income if you are a merchant gaining profits through a 
  business or occupation. If the reroll is worse than the original 
  result then you may choose to keep rerolling until you obtain a 
  better result. 
  MacCodrum Heritage 
  Cost: 5 HP (Avalon only) 
  The MacCodrums are descended from selkies and, as such, 
  they have a specialized version of the Sidhe Blood Advantage. 
  Effect: MacCodrum Heritage imparts the following Blessings 
  and Curses: 
  • Appearance: Stunning 
  • Child of the Sea 
  • Slow Aging and Immunity to Disease 
  • Sea Bound 
  • Iron Vulnerability 
  • Cold-Hearted 
  MacEachern Heritage 
  Cost: 10 HP (Avalon only) 
  Thought to have been destroyed by the Sidhe long ago, the 
  MacEacherns remain hidden among their fellow highlanders. 
  Heroes with MacEachern Heritage keep a deep secret: the art of 
  killing the Sidhe. 
  Effect: All MacEacherns know how to form MacEachern 
  Weapons, 
  although 
  they 
  cannot 
  forge 
  them 
  without 
  blacksmithing Skills. 
  In addition, all MacEacherns have an increased resistance to 
  Glamour and Sidhe magic. They always roll and Keep an extra 
  die in all tests made when resisting Glamour. MacEacherns are 
  always considered to have 1 Drama Die (which they cannot 
  spend) when it comes to Sidhe Sorcery, meaning that all effects 
  cast on a MacEachern last only until morning. Likewise, if they 
  surround themselves with an unbroken circle of twelve iron 
  knives, no Sidhe magic (either Seelie or Unseelie) can affect 
  them. 
  By the way, the Sidhe will kill you if they ever learn your true 
  heritage. Don’t let on unless you’d enjoy dying a horrible, 
  gruesome death. 
  MacEachern Weapon 
  Cost: 5 HP 
  You have fallen into possession of a MacEachern blade, 
  although you don’t know exactly where it’s from. The cold-iron 
  weapon was crafted using the secret techniques of the 
  MacEachern Clan, and can be any type of blade, from a knife to 
  a claymore. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 73 
  Effect: If a MacEachern Weapon strikes a Sidhe, roll for Wounds 
  as usual. However, the Sidhe does not make a Wound Check. 
  Instead, divide the total Wounds by 5. The result is the number of 
  Dramatic Wounds the Sidhe suffers. Sidhe suffer no penalties for 
  damage, although they can feel the pain more intensely than any 
  mortal can dream. Most have 7 Dramatic Wounds before being 
  slain (see Combat With The Sidhe [AV:88]). 
  There are no limits to the number of MacEachern Weapons you 
  may have. However, if there’s more than one in your party, the 
  Sidhe can detect you wherever you go…and squash you like a 
  bug at their leisure. One blade per party is the best way to stay 
  healthy. 
  Man of Will 
  Cost: 25 HP 
  Restrictions: Characters with any kind of magical ability may 
  not take this Advantage. 
  Some of the greatest warriors have learned to rule their 
  emotions and their bodies. You are one of them. Your mind is a 
  fortress, unaffected by the sea of emotions surrounding all other 
  people. Peer pressure, emotional manipulation—even mind-
  altering sorcery is shrugged off and ignored. You are inhumanly 
  calm. Not fearless or reckless, simply calm. 
  Effect: You may not take a Hubris, but a Virtue costs you only 
  5 HP if you decide to take one. By taking this Advantage, you 
  are: 
  • Immune to mind-altering magic, including Sorte 
  manipulation of the Cups or Staves strand, emotion-affecting 
  runes, and magical effects that deceive or beguile, even Sidhe 
  illusions. 
  • Immune to the effects of the Repartee system. 
  • Immune to the effects of Fear. 
  • Immune to the effects of being Crippled. You still feel the 
  pain, but you don’t let it slow you down. 
  Membership 
  Cost: Varies 
  You have gained Membership in one of the powerful 
  organizations that control Théah. Ultimately, each provides you 
  significant benefits for being a member, while asking for either 
  dues, services, or both in return. Some can be adventurous (like 
  the Swordsman’s Guild), while others can be dangerous (like the 
  Invisible College), but all represent a philosophy that you must 
  adhere to during your Membership. 
  Alcalde 
  Cost: 4 HP 
  Restrictions: Castille only 
  You are a member of the Alcalde, assigned to uphold the law in 
  Castille. 
  Effect: Refer to the section on Alcalde in the Castille sourcebook 
  [CA:59] for more details. 
  Elaine’s Knights 
  Cost: 4 HP 
  Restrictions: Avalon only 
  You belong to the Order of the High King, a member of the 
  elite cadre assigned to carry out Queen Elaine’s wishes. While 
  not as well-known as Montaigne’s musketeers, they are beloved 
  throughout Avalon as paragons of courage and honor. 
  Effect: Belonging to Elaine’s Knights means that the crown 
  provides your clothes, weapons and lodgings, along with a small 
  stipend of 10 Guilders per month. You may also claim sanctuary 
  at any Avalon diplomatic post (although the consequences of 
  doing so may come back to haunt you). Other members of the 
  Order will defend you and come to your aid if need be—but they 
  in turn will depend on you for the same courtesy. 
  Other benefits of, and drawbacks to, belonging to the Order are 
  detailed below. 
  The Order of the High King 
  The Order of the High King has nearly two hundred members, 
  and while the highest Twelve have been dealt with in the Avalon 
  sourcebook, there’s no reason why a player can’t portray another 
  member. The Order trains its members itself, selecting from the 
  best and the brightest Avalon has to offer. Particularly 
  noteworthy Heroes may be asked to join later in life, after 
  performing some great service to the crown. Each knight takes a 
  vow before Queen Elaine, which he is expected to uphold for the 
  rest of his life. The following conditions apply to anyone joining 
  the Order: 
  • Only Avalons, Highlanders and Inish may join. Members 
  must swear an oath of allegiance to Queen Elaine (see the 
  Vow of the Order of the High King below), promising to 
  defend the people of Avalon from any threat. 
  • All Members must purchase the Membership: Elaine’s 
  Knights Advantage. 
  • All Members must belong to the Donovan, MacDonald or 
  Goodfellow School, or else practice Glamour magic. Druids 
  and members of other Swordsman Schools may not join the 
  Knights. 
  • All Members work under a patron, a specific member of the 
  Twelve who gives them orders and sends them on missions. 
  Although Knights generally many not choose who they serve 
  under, players may suggest which of the twelve they’d like 
  their Heroes to serve. Members gain the Patron Advantage 
  for free, reflecting the Knight they serve under. These Patrons 
  provide no income, but can be sought out for advice and 
  guidance. 
  • All Members are expected to adhere to a strict code of honor 
  at all times. If a Knight’s Reputation ever drops below 5, he 
  is stripped of his title and expunged from the Order. Those 
  who continue to cause trouble afterward may receive an 
  unwelcome midnight visit… 
  • No Member may belong to another knightly order, including 
  the Rose & Cross. Elaine’s Knights and the Rose & Cross 
  have developed a friendly rivalry with each other, but both 
  sides wish to keep their membership “pure.” 
  In exchange for these conditions, a Knight receives the benefits 
  outlines in the Membership: Elaine’s Knights Advantage. He is 
  expected to honor Avalon, fight for justice, and do all the things 
  expected of such a noble order. Those who do are rewarded with 
  glory as only the Glamour Isles can bring. 
  Vow of the Order of the High King 
  Before Her Majesty the Queen and all the Triple Kingdoms, I 
  solemnly swear to: 
  • Defend justice wherever I find myself, be it land, sea, or sky; 
  • Uphold the laws of Avalon and protect her from her enemies; 
  • Protect the innocent and those incapable of protecting 
  themselves; 
  • Exemplify the honor and nobility of the Glamour Isles in my 
  thoughts, words and deeds; 
  • And defend Her Majesty the Queen from all foes, foreign and 
  domestic. 
  This I vow in the name of the High King, Her Majesty, and the 
  Triple Kingdoms. 
  
  PAGE 74 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Iron Guard 
  Cost: 4 HP 
  Restrictions: Eisen only 
  You are a member of an Eisenfürst’s Iron Guard. Each Iron 
  Guard unit has slightly different entry requirements (in addition 
  to purchasing this Advantage) and grants slightly different 
  benefits. 
  Fischler: The Wily Foxes 
  Fischler’s Iron Guard are skilled hunters and trackers, and 
  often venture into the Schwartzen Walden to rescue lost 
  woodsmen or destroy some abomination. They wear black 
  uniforms with green trim and arm themselves with heavy 
  weapons. 
  Membership Requirements: 
  • Eisen Nationality 
  • Wits and Finesse of at least 3 
  • At least 10 HP spent in Knacks from the Hunter Skill 
  • No fewer than three Martial Skills 
  Duties: 
  • Enforce the law within Fischler 
  • Obey Eisenfürst Fischler’s orders 
  • Watch the Schwartzen Walden and report any activity 
  Benefits: 
  Wily Foxes have their equipment, room, and board all paid for 
  by Faulk Fischler. In addition, they receive a stipend of 20G per 
  month. Finally, they may appeal directly to the other Wily Foxes 
  for assistance in times of trouble. 
  Freiburg: The Freiburg Guardsmen 
  Trägue’s Iron Guard often serve wealthy merchants as 
  bodyguards in order to pay the salaries of Freiburg’s police force. 
  They wear black uniforms with white trim and arm themselves 
  with a pair of panzerhands, one on each hand. 
  Membership Requirements: 
  • Eisen Nationality 
  • Brawn and Resolve of at least 3 
  • 5+ HP invested in Knacks in the Panzerhand Skill 
  • No fewer than three Martial Skills 
  Duties: 
  • Enforce the law within Freiburg 
  • Obey Eisenfürst Trägue’s orders (not that he gives any) 
  • Act as a bodyguard when hired out to private citizens 
  Benefits: 
  Freiburg Guardsmen have their equipment, room, and board all 
  paid for—either by the city or by private funds. In addition, they 
  receive a stipend each month. Exactly how much they make 
  during a given month is determined by rolling a die and 
  consulting the following chart: 
  D10 
  Result 
  Monthly 
  Stipend 
  1 
  Nothing 
  2-3 
  10G 
  4-7 
  20G 
  8-9 
  30G 
  0 
  40G 
  Finally, they may appeal directly to the other Freiburg 
  Guardsmen for assistance in times of trouble. 
  Hainzl: The Steel Warriors 
  Hainzl’s Iron Guard all receive Dracheneisen arms and armor. 
  They wear black uniforms with grey trim and arm themselves 
  with heavy weapons. 
  Membership Requirements: 
  • Eisen Nationality 
  • Wits and Finesse of at least 3 
  • At least 10 HP spent in the Dracheneisen Advantage 
  • No fewer than three Martial Skills 
  Duties: 
  • Enforce the law within Hainzl 
  • Obey the Hainzl family’s orders 
  • Guard the mines against thieves 
  Benefits: 
  Steel Warriors have their equipment, room, and board paid for 
  by Georg Hainzl (indirectly, at least). In addition, they receive a 
  stipend of 20G per month. Finally, they may appeal directly to 
  the other Steel Warriors for assistance in times of trouble. 
  Heilgrund: The Ghosts 
  Heilgrund’s Iron Guard are skilled in staying out of sight. They 
  don’t speak much, and it is difficult to notice them even when 
  they’re standing in plain sight; they even seem to blink less often 
  than normal people. They wear black uniforms and arm 
  themselves with heavy weapons 
  Membership Requirements: 
  • Eisen Nationality 
  • Resolve and Finesse of at least 3 
  • Rank 3+ in the Unobtrusive Knack 
  • Rank 3+ in the Stealth Knack 
  • Rank 3+ in the Shadowing Knack 
  • No fewer than three Martial Skills 
  Duties: 
  • Enforce the law within Heilgrund 
  • Obey Eisenfürst Heilgrund’s orders 
  • Speak to no one of Stefan Heilgrund’s activities 
  Benefits: 
  Ghosts have their equipment, room, and board all paid for by 
  Stefan Heilgrund. In addition, they receive a stipend of 20G (in 
  Marks) per month. Finally, they may appeal directly to the other 
  Ghosts for assistance in times of trouble. 
  Pösen: The Swamp Dogs 
  Pösen’s Iron Guard are one of the most elite fighting forces in 
  the nation. They wear black uniforms with blue trim and carry an 
  assortment of weapons at all times. These men train at the 
  Gelingen Academy before being permitted to join the Guard, and 
  they know a number of methods to defeat non-human opponents. 
  Membership Requirements: 
  • Eisen Nationality 
  • Wits and Brawn of at least 3 
  • Belong to the Gelingen Swordsman School 
  • No fewer than three Martial Skills 
  Duties: 
  • Enforce the law within Pösen 
  • Obey Eisenfürst Pösen’s orders 
  • Patrol and kill any encountered monsters 
  Benefits: 
  Swamp Dogs have their equipment, room, and board all paid 
  for by Fauner Pösen. In addition, they receive a stipend of 20G 
  per month. Finally, they may appeal directly to the other Swamp 
  Dogs for assistance in times of trouble. 
  Sieger: The Clenched Fists 
  Sieger’s Iron Guard are considered some of the most vile men 
  around. They are typically murderers, thieves, and worse. They 
  wear black uniforms trimmed with red, and always wield a 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 75 
  panzerhand and carry a small spiked club (a 2k2 Fencing 
  weapon). 
  Membership Requirements: 
  • Eisen Nationality 
  • Brawn of at least 4 
  • A Reputation of -10 or less 
  • No fewer than three Martial Skills 
  Duties: 
  • Enforce the law within Sieger 
  • Try not to kill anyone important 
  • Obey Eisenfürst Sieger’s orders 
  Benefits: 
  Clenched Fists have their equipment, room, and board all paid 
  for by Erich Sieger. In addition, they receive a stipend of 20G (in 
  Marks) per month. Finally, they possess absolute authority within 
  Sieger, and are immune to legal punishments there, although 
  appeals to the other Clenched Fists for assistance in times of 
  trouble are liable to be laughed at. GMs should remember that a 
  Hero becomes an NPC when his Reputation reaches -30. 
  Wische: The Roaring Drachen 
  Wische’s Iron Guard are known as loyal, steadfast men. Even 
  though they have been paid with IOUs for the last six months, 
  many still remain on duty. Out of respect for their loyalty, many 
  of Wische’s citizens have accepted the IOUs as legal tender, even 
  though they never expect to be reimbursed. The Roaring Drachen 
  wear black uniforms trimmed with gold, and carry zweihanders. 
  They are all skilled in the Drexel style of fighting, and most 
  prefer the use of the Metzger stance. 
  Membership Requirements: 
  • Eisen Nationality 
  • Brawn and Finesse of at least 3 
  • Belong to the Drexel Swordsman School 
  • No fewer than three Martial Skills 
  Duties: 
  • Enforce the law within Wische 
  • Obey Eisenfürst Wische’s (or rather, his Regent’s) orders 
  • Protect the people of Wische above all else 
  Benefits: 
  Roaring Drachen have their equipment, room, and board all 
  paid for by Reinhard von Wische (again, through his Regent). In 
  addition, they receive a stipend of 20G per month in the form of 
  IOUs, which are accepted in about 20% of all the shops in 
  Wische. Finally, they are greatly respected by the people (+5 
  Reputation Points), and can appeal to the other Roaring Drachen 
  in times of need. 
  Lord’s Hand 
  Cost: 4 HP 
  Restrictions: Vodacce only 
  You serve as the instrument of your Prince’s will, conducting 
  various actions in his name. You have received a personal 
  reprieve for all criminal actions in Vodacce, provided you act 
  solely in the name of your Prince. Lord’s Hands have certain 
  responsibilities; in exchange, they may act without fear of legal 
  reprisal (though personal reprisals are another matter entirely). 
  Membership Requirements: 
  • Vodacce Nationality 
  • Wits and Panache of at least 3 
  • At least 10 HP spent in Knacks from the Courtier Skill 
  • No fewer than three Martial Skills 
  Duties: 
  • Obey their Prince’s orders 
  • Report treachery to their Prince 
  Benefits: 
  All Lord’s Hands have their equipment, room, and board paid 
  for by their Prince. In addition, while acting under orders from 
  their Prince, they are exempt from punishment by the law in 
  Vodacce. Any trouble someone has with the Hand’s actions must 
  be taken up with their Prince. 
  Merchant Guild 
  Cost: 4 HP for each Guild joined 
  You are a member in one of the Merchant Guilds. You can 
  practice its trade legally (to do so without Membership—your 
  “license”—is a high crime, punishable by hanging), and 
  generally have a steady income as a result. When you purchase 
  this Advantage, you must choose a Knack with which you make 
  your living, such as Cooking or Veterinarian. When determining 
  monthly income, that will be the Knack you use. 
  Effect: The Hero is considered a Journeyman (just above an 
  Apprentice), with his own shop and monthly revenue. Heroes 
  may join more than one Guild, but receive income from only one 
  Guild in any given month. Members know the secret code of 
  signs and passwords for their particular Guild, and can use them 
  to discreetly communicate with fellow members if they wish. 
  A Hero reaches Master status when he or she reaches Rank 5 in 
  the appropriate Knack matching their Membership: Merchant 
  Guild Advantage. His Reputation increases by 10, and he also 
  gains the ability to take on an Apprentice should he wish. Other 
  members of the Guild will look upon him with respect, and he 
  may be called upon to solve intra-guild political disputes if 
  necessary. 
  Musketeers 
  Cost: 5 HP (4 HP for Montaigne) 
  Montaigne’s musketeers are known throughout Théah for their 
  courage and devotion. As a member, you mete out the 
  Empereur’s justice. 
  Effect: All of your needs are provided by the Empereur. Your 
  clothes, weapons and lodgings are all provided for. You also 
  have a bond with the other Musketeers and can count on them for 
  assistance. However, they also count on you… 
  Secret Societies 
  Cost: 5 HP 
  Restrictions: You may purchase Membership in only one Secret 
  Society. 
  Hero Creation: This Advantage gives you +1 free Rank in the 
  Society Lore Knack for your chosen Secret Society. You may 
  purchase additional Ranks in the Society Lore Knack as if it 
  were a Basic Knack. 
  There are many groups within Théah that can claim to be 
  “secret.” You belong to one. These organizations may not be 
  hidden away in some tower plotting a coup of the throne (in fact, 
  they may not be hiding at all), but by being a member in one, you 
  are taking on a sizable responsibility. It is not only part of the 
  game to maintain the profile of your Secret Society—you must 
  fulfill their goals as well. And as some of the groups show, this is 
  not always as easy as it sounds. 
  Secret Societies 
  • Explorer’s Society 
  • Die Kreuzritter 
  • Invisible College 
  • Knightly Order of the Rose and Cross 
  
  PAGE 76 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  • Los Vagos 
  • Rilasciare (Free Thinkers) 
  • Sophia’s Daughters 
  Social Club 
  Cost: Varies (see below) 
  The Hero is a member of one of the many social clubs found in 
  Théah. These are small groups that meet to share a common 
  interest of some sort, or simply to socialize. 
  Effect: The benefits of this Advantage vary depending on which 
  social club the Hero joins. Two of the most influential and 
  interesting Montaigne social clubs are provided below: 
  The Venerable Order of Esteemed Gentlemen 
  Cost: 3 HP 
  The Venerable Order of Esteemed Gentlemen is a group of 
  some of the wealthiest men from across Théah, who meet weekly 
  in Paix. Their meeting house is lavish and the staff caters to their 
  every whim. Without exception, they joined the Order because 
  they were bored with their lives. The main pastime of the 
  members is gambling—on a grand scale. One member, or a 
  group of members, will propose an outrageous endeavor or 
  adventure, then the others all bet on whether or not they can 
  accomplish it. Fortunes are often wagered on seemingly 
  impossible tasks, and rare indeed is the bet for less than 5,000G. 
  While the bet is underway, the other members of the group keep 
  track of the adventuring party’s progress as best they can. 
  A Hero must have a minimum monthly income of 200G or 
  savings in excess of 10,000G to join the Order. Members of the 
  Order have access to a group of very wealthy men who are 
  willing to bet enormous sums of money on unusual or interesting 
  adventures. 
  Mode du Lac 
  Cost: 3 HP 
  Mode du Lac is the fashion dictatorship of Montaigne. Apart 
  from the Empereur and Empress, Mode du Lac and its members 
  determine what everyone will be wearing next season. The 
  members meet weekly in Crieux and discuss the latest fashions 
  over an exquisite brunch. 
  A Hero must have a minimum Rank of 3 in both his Fashion 
  Knack and his Panache Trait, as well as a minimum monthly 
  income of 100G or savings of at least 5,000G, in order to join 
  Mode du Lac. Members of Mode du Lac have advance 
  knowledge of the latest fashions, and always receive two Free 
  Raises when using their Fashion Knack. 
  Stelets 
  Cost: 4 HP 
  Restrictions: Ussura only 
  You belong to the Gaius’ elite guards, charged with enforcing 
  his laws throughout Ussura. Though most spend their lives 
  within the nations’ borders (and some never even leave Pavtlow), 
  the Gaius has sent a select few into foreign nations on important 
  missions. Such stelets make excellent Heroes, pursuing the 
  Gaius’ interests across the face of Théah. Stelets wear green 
  uniforms emblazoned with Ussura’s golden sigil. Units from 
  different provinces sometimes sew their native crest onto their 
  shoulders. 
  Membership Requirements: 
  • Ussuran nationality 
  • Brawn and Resolve of at least 3 
  • 10+ HP (5+ if belonging to the Bogatyr School) in the Hunter 
  skill, including a Survival Knack of at least 2 
  • No fewer than three Martial skills 
  The Gaius prefers members who are proficient in the. Bogatyr 
  school, the Buslayevich school, or any Schools originating in 
  Eisen, but this is not a requirement for membership. 
  Duties: 
  All stelets are expected to enforce the Gaius’ laws throughout 
  Ussura, defend the Ussuran people from all threats, protect the 
  Gaius himself from harm, and pursue Ussuran interests abroad. 
  Benefits: 
  The Gaius pays for the stelets’ room, board, and equipment for 
  as long as they serve him. In addition, they receive a stipend 
  equal to 20G per month. They serve as the law within Ussura’s 
  borders, and can expect a modicum of respect from both the 
  boyar and muzhik. Finally, they can appeal to other stelets in 
  time of need, though they are also expected to return the favor if 
  a stelet comes to them asking for assistance. 
  Swordsman’s Guild 
  Cost: 3 HP 
  You have the exclusive right to initiate duels. The wording of 
  the previous sentence is very important; a member of the 
  Swordsman’s Guild has the right to initiate duels, but any man 
  has the right to defend himself. Members of the Swordsman’s 
  Guild generally dueling with pistols vulgar, ungentlemanly and 
  cowardly. 
  Effect: Any character who has attended a Swordsman School is 
  considered to gain this Advantage for free, unless their School’s 
  description states otherwise. 
  Thieves’ Guild 
  Cost: 6 HP 
  Throughout each nation, and particularly in Vodacce, there are 
  groups of the socially unacceptable who make their way in life 
  via the loss of others. While each of these has distinct 
  personalities, philosophies, and methods, they are collectively 
  referred to as Thieves’ Guilds. Each Thieves’ Guild is different, 
  but commonly has a hierarchical infrastructure and county wide 
  influences (some of the larger ones have state wide power). 
  Effect: Membership costs 6 HP at Hero Creation, and is usually 
  only earned after an arduous initiation rite, many of which 
  require the would-be crook to risk life, limb and name. After 
  joining, the thief is trained in the guild’s secret methods of 
  larceny, defalcation, debauchery, or (the ever popular) highway 
  robbery. The guild’s philosophy and attitudes are ingrained upon 
  the disciple (although the student likely agreed with them before 
  joining), and soon the burglar is a full-fledged member of the 
  institution’s ranks. 
  Each Thieves’ Guild has three Thieves’ Knacks attributed to 
  them. Upon joining a particular guild, the character gains a bonus 
  Rank in each of these Knacks. This may raise the character’s 
  rank beyond normal starting levels, allowing a Rank 4 Knack at 
  character creation or a Rank 6 Knack maximum. 
  Goodfellow’s Merry Men 
  Area of Control: Avalon proper 
  Hundreds of tales about the famed Robin Goodfellow and his 
  Merry Men abound throughout Avalon, but what the nobles fear 
  most is true: his Merry Men are still around. Experts of the bow, 
  these highway robbers are flippant, irreverent, complete 
  ruffians—and the heroes of the people. 
  Philosophy: Goodfellow’s Merry Men exist to right wrongs and 
  bring about justice. They only strike at those who do not deserve 
  what they have, and often use their resources to aid the needy. 
  Anyone who is pure of heart but poor of luck is welcomed into 
  their ranks, after showing himself trustworthy and fit. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 77 
  Initiation: New members are usually tempted in some fashion 
  with material wealth and worldly pleasures in order to test their 
  values. A convincing actor is usually placed close to the 
  prospective neonate who then befriends him or her. When the 
  moment is right, the initiate’s loyalties and values are called into 
  question by his or her new best friend. Those who choose right 
  over their own wants are considered members. 
  Organization: All members are considered equal brothers, with 
  no one member’s say weighing more than any other’s. This is the 
  occasion for the most turmoil within the outfit, but their has often 
  been a peacemaker of Goodfellow’s fashion who keeps the 
  flames low. 
  Thieves’ Knacks: Ambush, Stealth, Survival 
  Black Orchid Gang 
  Area of Control: Most of Vodacce 
  The mafia known as the Black Orchids are Vodacce’s most 
  powerful street gang. Rumors of which merchant prince actually 
  controls the gang abound, but every Vodacce citizen knows not 
  to go out at night in Black Orchid territory. 
  Philosophy: The Black Orchids are taught to pick their targets 
  wisely, finding the most profit for the least work. Lower echelon 
  members are told that only certain people are off limits, but they 
  would know them when they see them. 
  Initiation: Initiation into the Black Orchid gang is simple: 
  interrogation for three days straight, without food, light, or sleep. 
  If the initiate survives and proves to be strong of character, he 
  has passed his first test. The second test is survival within the 
  Gang itself, which lasts a lifetime - however long that may be. 
  Organization: The Black Orchids are rigorously organized into 
  tiers, with the upper ranks being obscured to all but the highest 
  ranked members. Lower tier members are referred to as Boys, 
  Thugs, or Blackjacks, while more prominent members simply 
  have pseudonyms to protect their identities. 
  Thieves’ Knacks: Attack (Dirty Fighting), Pickpocket, Sincerity 
  l’Oeil du Soleil 
  Area of Control: Occupied Castille, Southern Montaigne 
  Originally an unnamed espionage guild, l’Oeil du Soleil 
  quickly became the most popular firm for dispensing invaluable 
  courtly and otherwise information when Montegue began to use 
  them for conducting his war against Castille. 
  Philosophy: Holding loyalties to no individual, house, or nation, 
  a member of l’Oeil du Soleil has no problem for meeting with a 
  client to both hock his wares and pick up some new tidbits of 
  information for future use. They hold fierce loyalty to each other 
  and a policy of self-defense only, but all else is fair game. 
  Initiation: Initiation is a complex game that tests the initiate’s 
  wits, perception, guile, and ambitions. They are fed through a 
  Montaigne court ball, and later questioned upon their 
  observations. If the answers are satisfying, the member is then 
  asked to do a job freelance. If the job is satisfying to the powers 
  that be, the initiate is allowed into the guild; otherwise, he or she 
  is asked to remain freelance and never hears from l’Oeil du 
  Soleil again. 
  Organization: The infrastructure of l’Oeil mirrors Montaigne’s 
  feudal society, with the newest members being referred to as 
  “serfs” until they can obtain a more noble title. The function is 
  mostly for the filtering of the most sensitive secrets from the less 
  established members. 
  Thieves’ Knacks: Bribery, Lip Reading, Politics 
  Tyomny 
  Cost: 2 HP 
  You belong to Somojez’s Dark Guards, the Tabularius’s 
  personal military and defenders of the Orthodox faith. The 
  Tyomny train in the city of St. Andresgorod before moving on to 
  duties under either the Patriarch or the Somojez Knias, and serve 
  the Church tirelessly all across Ussura. Technically, the Knias 
  has final say over the Tyomny’s activities, but his decisions 
  rarely conflict with the Patriarch, and few Tyomny are foolish 
  enough to disobey their spiritual leader’s dictates. 
  Membership Requirements: 
  • Wits and Resolve of at least 2 
  • Ordained Advantage (Ussuran Orthodoxy only) 
  • Fencing Skill, with Attack (Fencing) and Parry (Fencing) 
  Knacks at least at Rank 3 
  Duties: 
  Defend the Orthodox Church from its enemies, obey the 
  Somojez Knias, and protect the faithful from all threats. 
  Benefits: 
  All Tyomny have room, board, and equipment paid for by 
  Ussuran Orthodoxy. In addition, they may claim sanctuary in any 
  Ussuran Orthodox Church in the world, and may request 
  assistance from other Tyomny in times of trouble. As 
  representatives of the Somojez Knias, they may enforce the laws 
  in his province, arresting and detaining criminals if necessary. 
  Finally, as ordained priests, they may perform weddings, 
  baptisms, and other functions designated for Church officials. 
  Merchant Patron 
  Cost: Varies (1 HP less if Vendel: minimum 1 HP) 
  You act as a patron to a merchant, and are thus entitled to a 
  share of his profits Of course, it takes money to make money, so 
  the profits generated by a merchant depends on the amount and 
  frequency of your own investment. 
  Effect: The more frequently you invest, the more frequently you 
  get money back. The total cost of this Advantage is equal to the 
  sum of the points spent on the amount of the Profits and the 
  Frequency of the investment. 
  HP 
  Investment 
  Profits 
  1 
  10G 
  5G 
  2 
  20G 
  8G 
  3 
  40G 
  10G 
   
  HP 
  Frequency 
  0 
  Once a month 
  1 
  Twice a month 
  2 
  Once a week 
  Miracle Worker 
  Cost: Varies (5 HP per Miracle die) 
  There are those who believe that Theus works miracles through 
  them. However, Theus works in subtle ways, and the benefactors 
  of a miracle are never able to conclusively prove any such divine 
  intervention. 
  Effect: This Advantage costs 5 HP per Miracle die. You may 
  purchase a maximum of 3 Miracle dice. 
  Miracles 
  A Hero with the Miracle Worker Advantage gives his Miracle 
  dice to the GM at the start of each Story. The GM controls when, 
  and if, these dice are activated. Each die activated causes a 
  miracle to occur. These miracles can be anything the GM desires, 
  remembering that Theus leaves no physical evidence of 
  intervention after a miracle. A Hero receives 2 XP for each 
  unspent Miracle die at the end of a Story. 
  Several examples of miracles follow: 
  Healing Wind: The Hero feels a gentle wind blow through his 
  body, and suddenly his wounds don’t bother him as much 
  anymore. Two of the Hero’s Dramatic Wounds are healed. They 
  
  PAGE 78 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  look just as bad as ever, but the bleeding slows to a stop and the 
  Hero is no longer impeded by them. 
  Righteous Fury: Just as the Hero is about to fail miserably, he 
  feels a flush of heat they gives him a push that may help him 
  succeed. After the Hero has failed an important roll, this Miracle 
  die turns into 3 Drama Dice that are immediately rolled and 
  added to the total. 
  Shield of the Faithful: When looking death in the eye, a chill 
  wind blows past the Hero and those around him. Then, a 
  miraculous event occurs that may allow him to cheat death for a 
  little while. When a Villain attacks the Hero, this Miracle die 
  causes the Villain to automatically miss. In addition, the villains 
  remaining Action dice for the Round are discarded. 
  Strength of Theus: When the Hero thinks he’s exhausted his last 
  reserves of strength, energy fills him and the power of his belief 
  keeps him going. After the Hero has spent the last of his Drama 
  Dice, this Miracle die turns into +2 additional Drama Dice. 
  Montaigne Accent 
  Cost: 0 HP 
  Restrictions: Montaigne only 
  An accent is an identifying characteristic in the way a person 
  speaks that indicates he’s from a particular area. Only a Hero 
  fully proficient in the language can identify accents. Language 
  Acquaintance and Pidgins are no help, and non-Montaigne may 
  never have an accent. There are six primary accents in 
  Montaigne: North, South, West, Bascone, Dechaine, and Paix. 
  Montaigne Heroes with an accent pay slightly different costs to 
  learn foreign languages. An explanation of each accent follows 
  the language table, below. 
  Montaigne Language Table 
   
  North 
  South 
  West 
  Bascone Dechaine 
  Paix 
  Avalon 
  1 
  2 
  1 
  3 
  1 
  1 
  Castille 
  2 
  1 
  1 
  2 
  2 
  0 
  Crescent 
  5 
  4 
  3 
  5 
  4 
  3 
  Cymru 
  2 
  3 
  2 
  4 
  2 
  2 
  Eisen 
  1 
  2 
  3 
  3 
  1 
  1 
  High Eisen 
  2 
  3 
  4 
  4 
  2 
  2 
  Inis 
  2 
  3 
  2 
  4 
  2 
  2 
  Montaigne 
  0 
  0 
  0 
  0 
  0 
  0 
  Teodoran 
  5 
  4 
  5 
  5 
  5 
  3 
  Théan 
  1 
  2 
  1 
  3 
  2 
  1 
  Ussura 
  4 
  3 
  4 
  4 
  4 
  2 
  Vendel 
  1 
  2 
  1 
  3 
  1 
  1 
  Vodacce 
  2 
  1 
  1 
  2 
  2 
  0 
  North: This accent indicates that the speaker is from Doré, 
  Crieux, Aur, or Arrent, and is considered the mark of a well-
  traveled Montaigne. Those with this accent do not roll their r’s. 
  Northern and eastern languages are easier for Northern 
  Montaigne to learn, while southern and exotic languages are 
  more difficult. 
  South: Those with this accent are from Charouse, Sices, 
  Paroisse, Gloyure, or Surlign, and are considered to be 
  aristocratic. This is the Montaigne accent described in the 7th 
  Sea Players’ Guide. 
  West: This accent is found among Montaigne from Verre, 
  Martise, Toille, Rachetisse, and Rogue, and is believed to signify 
  a good education. This accent is easily recognized for its 
  Castillian sounding of b and v, which makes these letters sound 
  nearly identical, as if they were being slurred together. Because 
  of their position on the coast, Vendel, Crescent (which is related 
  to Castillian), Théan (which is a common trade tongue) and 
  Avalon are all less expensive to Heroes from West Montaigne. 
  However, the eastern languages are all more expensive. 
  Bascone: This accent is associated with provincial speakers 
  from the province of La Motte. Often considered to be indicative 
  of a country bumpkin, the accent is identified by the speaker’s 
  pronunciation of ai as the ie in “pie.” Because of their 
  xenophobic tendencies, it is hard for Heroes from La Motte to 
  learn to speak foreign languages. However, they are traditionally 
  well read (even the peasants) and pick up Literacy in Montaigne 
  and two other languages for free. 
  Dechaine: A Dechaine accent is found only among those raised 
  in the town of Dechaine. Those with this accent pronounce their 
  a’s as in “awe”, like the Vendel and Vestenmannavnjar do, and 
  are believed to be somewhat slow by the rest of the country. 
  Northern and eastern languages are less expensive for Heroes 
  with this accent, while southern and far eastern languages are 
  more expensive. 
  Paix: This accent indicates that the speaker was raised in the 
  town of Paix. Speakers have a tendency to pronounce their h’s, 
  even at the beginning of a word. This accent is very popular with 
  members of the fair gender. Because of the frequent travelers in 
  Paix, Montaigne Heroes with this accent have an easy time 
  learning foreign languages, and in fact, speak up to 3 HP of 
  languages besides Montaigne for free. They also receive the 
  Dangerous Beauty Advantage to simulate their attractive accent. 
  However, they cannot take the Linguist Advantage, and they 
  receive only 95 HP to begin with instead of the normal 100 HP. 
  Montaigne Servant 
  Cost: Varies (see Servant Types below) 
  Restrictions: Montaigne only 
  Since servants are so important to the Montaigne lifestyle, 
  Montaigne Heroes have several more options available to them 
  when purchasing the Servant Advantage. 
  Effect: Unless otherwise stated, Servants are subject to the same 
  limitations as Heroes when being created. 
  Servant Types 
  Bodyguard: (5 HP) All Traits are 2 except Panache, which is 3. 
  The Bodyguard has all Fencing, Knife, and Firearms Knacks at 
  3. He also receives another 25 HP that the player may distribute, 
  but no Civil Knacks may start above 2. A soldier, duelist, or 
  gunner can also be built with this servant type. 
  Lackey: (5 HP) All Traits are 2 except Panache, which is 3. The 
  Lackey receives all Servant Knacks at 3. He also receives 
  another 25 HP that the player may distribute, but no Martial 
  Knacks may start above 2. A maid, butler, or valet can also be 
  built with this servant type. 
  Porté Messenger: (5 HP) All Traits are 2 except Panache, which 
  is 3. The Messenger receives Half-Blooded Porté, and the Bring 
  Knack at 4. His brother or sister remains at the Hero’s home 
  base, and the two of them hand off (described under Handing Off 
  an Object in the Porté Sorcery rules) a Blooded chalkboard to 
  each other that messages can be written on. 
  Servant Upgrades 
  Able Fighter: (3 HP) The maximum that the servant’s Martial 
  Knacks may be raised during creation is raised by 1 (to 4, 
  normally). 
  Connected: (1 HP) The servant receives the Streetwise Skill and 
  Rank 5 in the Socializing Knack for free, and always rolls and 
  Keeps one extra die when using Streetwise Skills. 
  Extremely Loyal: (3 HP) The servant will never abandon or 
  betray you. 
  Sycophant: (1 HP) The servant adores the ground the Hero 
  walks on and would give his life to save him at any time. Of 
  course, the rest of the time, the Hero has to endure the servant’s 
  constant toadying remarks and almost smothering attitude. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 79 
  Very Organized: (2 HP) The maximum that the servant’s Civil 
  Knacks may be raised during creation is raised by 1 (to 4, 
  normally). 
  Nibelung 
  Cost: 20 HP 
  Restrictions: Eisen only 
  You are a Nibelung, one of the few entrusted with the secret of 
  forging Dracheneisen into useful items. 
  Effect: This grants you several benefits (see below): 
  Dracheneisen Forging 
  If provided with raw Dracheneisen, you are capable of forging 
  it into items. Each unit (1 lb.) of raw Dracheneisen is equivalent 
  to 1 HP on the Dracheneisen Equipment Table. 
  Example: Thus, it takes 3lb of raw Dracheneisen to forge a 
  Fencing weapon. It requires two months and l,000G per unit of 
  Dracheneisen to create such a weapon. 
  Nibelung’s Hammer 
  Every Nibelung forges a blacksmith’s hammer as their final test 
  for acceptance into the Order. This hammer uses the Heavy 
  Weapons Knack and deals 3k2 damage, but only requires one 
  hand to wield. In addition, it marks its holder as a member of the 
  Order of Nibelungen. 
  Membership in the Order of Nibelungen 
  The political and social power of the Nibelungen should not be 
  overlooked. Outside of Eisen, they possess little authority, but 
  within her borders, no leader would dare oppose them, fearing 
  that they might be cut off from their supply of Dracheneisen 
  forever. 
  Brew Dracheneisen Solvent 
  The Nibelungen have one final secret weapon—a solvent that 
  will dissolve Dracheneisen in a matter of moments. Each vial 
  costs 600G and requires one month to brew. When thrown onto 
  an opponent wearing or wielding Dracheneisen (requires a 
  Finesse + Throwing roll against the victim’s TN to be Hit, 
  ignoring any bonuses from armor), it will utterly destroy one of 
  their Dracheneisen items (selected at random, or the Nibelung 
  may use a Called Shot to hit a particular item). The affected item 
  turns green with corrosion before becoming brittle and useless. If 
  the object is completely immersed in water within 2 Phases, the 
  process can be stopped without serious damage. 
  Night Trained 
  Cost: 4 HP 
  This Advantage gives the Hero better night sight and more 
  awareness of his surroundings in the dark. 
  Effect: The Night Trained advantage reduces the Hero’s 
  penalties to act in low-light conditions by half. Thus, he loses 
  only 1 Kept die in Dim Lighting, and 2 Kept dice in Total 
  Darkness. 
  Noble 
  Cost: 10 HP (5 HP if you have any of the Sorcery, Dracheneisen, 
  or Church Education Advantages). 
  You are a member of a royal family with good standing. This is 
  different from simply purchasing Sorcery. Heroes who purchase 
  Sorcery, but not the Noble Advantage, have lost their good 
  standing in the family, or their family has lost its good standing 
  in noble society. 
  Effect: You have a single manor house, complete with one 
  seneschal (a grounds “administrator”), ten general staff (butlers, 
  maids, stable boys, etc.) and a small population of serfs who 
  work the land. You will be held accountable for the protection 
  and welfare of these peasants, as well as the land you govern. 
  Land Management 
  If you are playing a noble, and wish to manage your properties 
  in more depth, then use the following system. 
  The basic properties a noble receives from the Noble 
  Advantage include: 
  • 500 Guilders a month in taxes (above and beyond expenses) 
  • 6 General staff (butlers, maids, stable boys, etc. They may be 
  considered Threat 1 Brutes with no combat Skills and a TN 
  to be Hit of 10.) 
  Noble properties can also be augmented with Hero Points by 
  purchasing any of the following items: 
  Farm: (1 HP) Each manor house has at least one farm, but for 1 
  HP (or 3 XP) the manor has an additional farm, which provides 
  more income and thus, more taxes. 
  Holding: (2-4 HP) There are many kinds of Holdings, and each 
  provides the manor with new taxes. A noble who governs a 
  manor with a blacksmith has an exploitable resource for new 
  armor and arms. Creative nobles can find a benefit in any kind of 
  Holding, from wineries to brothels. 
  Holdings are either Basic (2 HP, or 6 XP), Fine (3 HP, or 9 XP) 
  or Excellent (4 HP, or 12 XP). For each additional point spent on 
  the Holding, the quality of merchandise they provide is just that 
  much better. Basic Holdings provide just what they promise: 
  merchandise that sells. Fine Holdings have a bit of a reputation 
  for providing memorable and striking quality. Excellent 
  Holdings, on the other hand, provide merchandise that is known 
  throughout the country, and perhaps throughout the world. Some 
  examples of Holdings include: Blacksmith, Mine (gold, silver, 
  copper, etc.), Winery, and Brothel. 
  Followers: (2 HP) Sometimes, nobles acquire a retinue of 
  soldiers to assist them in managing a particularly difficult area. 
  Characters can build a retinue of soldiers, commissioned to their 
  service. These soldiers will serve the noble’s commands 
  faithfully. Every 2 HP, or 6 XP, spent on Followers gains the 
  noble 6 followers (Threat 1 Brutes with a Rank 2 in one weapon 
  Skill). Followers can also include house staff such as maids, 
  butlers, etc. The player can divide his followers up as he sees fit. 
  Harvest and Taxes 
  At the beginning of each month, the noble collects income 
  from his holdings and taxes. 
  Expenses: Expenses are normally already deducted from the 
  noble’s income. 
  Events: Before rolling for income, nobles roll once on the 
  Harvest Event Table below to determine any events that may 
  affect the month’s income: 
  Harvest Event Table 
  Roll 
  Result 
  1 
  Catastrophe! (receive no income this year and roll below): 
   
  1—9 Death (lose 1 follower to illness, an accident, etc.) 
   
  0 
  Famine (lose 1 farm) 
  2—3 Bandits! (lose (100 X 2 dice) Guilders) 
  4—7 No Event 
  8—9 Supernatural (A monster moves in, ghost shows up, etc.) 
  0 
  Good Harvest (Roll 2 dice for each farm, keeping one.) 
  Income: The noble rolls 1 exploding die for each farm on his 
  land, and multiplies the result by 50 Guilders. Add 300 Guilders 
  to the result for each Basic Holding, 400 Guilders for each Fine 
  Holding and 500 Guilders for each Excellent Holding. 
  
  PAGE 80 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Odd Sleeping Habits 
  Cost: 1 HP 
  This character has grown accustomed to an unusual sleeping 
  pattern. Perhaps he takes five one-hour naps during a 24-hour 
  period rather than sleeping at night, or perhaps he sleeps four 
  hours a night and takes a two-hour nap during the afternoon. In 
  any case, he needs less sleep than the average character to get by, 
  and has additional study time because of it. 
  Effect: This character gets a Free Raise to all his rolls involving 
  the Research Knack. 
  Old Name 
  Cost: 2 HP 
  Restrictions: Vesten only 
  Your name is an old and honored one among the 
  Vestenmannavnjar. 
  Effect: If you take the Scoundrel Advantage, your Reputation is 
  reduced to -16. Otherwise, you gain 6 points of Reputation. 
  Ordained 
  Cost: 4 HP 
  You’ve obtained a position in the Church of the Prophets, a 
  position that brings you a great deal of influence and advantage 
  (most likely that of a priest). 
  Effect: You receive the Scholar Skill for free. You also gain a 
  Free Raise in all social situations with NPCs and Heroes who are 
  adherents to your faith, at the GM’s discretion. In addition, being 
  a member of the Church means you get three square meals a day, 
  a stipend of 30 Guilders per month, and all of your basic needs 
  taken care of. 
  Pain Tolerance 
  Cost: 4 HP (3 HP if Ussura) 
  You are highly resistant to pain. 
  Effect: You become Crippled when you have taken a number of 
  Dramatic Wounds that is one higher than, rather than equal to, 
  your Resolve. The number of Dramatic Wounds needed to render 
  you unconscious is unaffected. In addition, you get a Free Raise 
  to all efforts to resist interrogation based on torture. 
  Parlor Trick 
  Cost: 10 HP 
  Perhaps there's just a touch of magic somewhere in your family 
  that doesn't get expressed much. Maybe you did a big favor for 
  someone in a position to reward you for it (Sidhe, Matushka, 
  Vesten avatars, etc.). Whatever it is, you can perform one thing 
  (and only one); you can work with strands from one knack, or 
  you can use one rune, or talk to animals, or make a pocket in 
  space. Something. 
  Effect: You have one Knack from one (and only one) Sorcerous 
  Heritage. You start game play with Rank 1 in the chosen Knack, 
  but may improve it with Experience Points as normal. 
  Patron 
  Cost: Varies (see Effect below) 
  When you’re talented and don’t have any money, what do you 
  do? You find a patron. Patrons are wealthy individuals who 
  sponsor struggling artists, poets, playwrights, Swordsmen, and 
  rogues. The number of points you spend determines how wealthy 
  your Patron is, and how willing he is to spend some of that 
  wealth on you. But remember, your Patron’s money isn’t your 
  money, and many Patrons are little more than rich, snotty nobles 
  that are so easily offended… Work with your GM to determine 
  who your Patron might be. 
  Effect: Determine your Patron’s Wealth and Generosity, and total 
  the costs together to get the HP cost of this Advantage. 
  Wealth 
  1 HP: 10 Guilders 
  2 HP: 20 Guilders 
  4 HP: 40 Guilders 
  Generosity 
  1 HP: Once per month 
  2 HP: Twice per month 
  4 HP: Once per week 
  Pirate Trick 
  Cost: 3 HP 
  The Hero has spent some time in the company of pirates. 
  Effect: The Hero has learned one, and only one, of the Pirate 
  Tricks listed for students of the Rogers Swordsman School. He 
  may never learn another without learning the fighting style itself, 
  I which case he loses this Advantage and it becomes his 
  Apprentice level Pirate Trick. Heroes who have learned the 
  Rogers style may not take this Advantage. 
  Poison Immunity 
  Cost: 1 HP (May be purchased multiple times) 
  Either through natural immunity or gradual exposure, you have 
  no fear of a specific type of poison; it is no more harmful to you 
  than children’s milk. 
  Effect: Select a single type of poison. You may ignore all effects 
  of that poison when you are exposed to it. You may purchase this 
  Advantage as many times as you like. 
  Property 
  Cost: Varies (1 HP per 5,000G value) 
  You have acquired a home in a city through fair means or foul. 
  You may have just moved in, or you might have lived there for 
  years (in which case you might like to consider the Home 
  Neighborhood Advantage as well). 
  Effect: In order to purchase this Advantage, talk with your GM 
  about what properties are up for sale in the desired area, then pay 
  1 HP for every 5,000G the building is worth. When you take the 
  Property Advantage, you are only receiving ownership of the 
  building. Unlike the Noble Advantage, you receive no servants 
  or income from this Advantage. 
  Published 
  Cost: 1 HP or 2 HP 
  One or more of your theories has been published, increasing 
  your reputation among your colleagues. Those in the right circles 
  recognize your name, and your work receives more attention 
  than it would if it were unpublished. 
  Effect: For every point you spend in this Advantage, your 
  Reputation increases by 5 points and you gain a small stipend of 
  10G, representing sales of your text. 
  Puzzle Sword 
  Cost: 2 HP, 5 HP or 10 HP 
  Restrictions: Montaigne only 
  A Hero who takes this Advantage has received one of the 
  infamous Montaigne Puzzle Swords. 
  Effect: Begin designing the sword by rolling on the Montaigne 
  Puzzle Sword tables following. Follow the instructions on the 
  chart, paying HP when instructed to do so. A Puzzle Sword’s HP 
  cost varies depending on its maker. Once you begin rolling, you 
  must pay any costs the chart instructs you to; you cannot opt not 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 81 
  to roll on the next chart to avoid the HP cost for doing so. 
  Therefore, it is advisable to set aside 10 HP for this Advantage 
  until after you roll. 
  Heroes from the western provinces (Verre, Toille, Martise, 
  Rachetisse, Rogue, and La Motte) subtract 1 from all rolls on the 
  Puzzle Sword Charts. Heroes from the northern provinces (Doré, 
  Crieux, Aur, and Arrent) add 1 from all rolls on the Puzzle 
  Sword Charts. Heroes from the southern provinces (Sices, 
  Charouse, Pourisse Gloyure, and Surlign) do not modify their 
  rolls. 
  Roll 
  Result 
  0-5 
  Roll on the Renard Puzzle Swords Chart. Pay 2 HP 
  6-11 Roll on the Loup Puzzle Swords Chart. Pay 2 HP 
  General Rules for Puzzle Swords 
  Many Puzzle Swords have hidden switches, buttons, etc. These 
  switches are subject to the following rules: 
  • It takes a Wits Check against a TN 30 to discover them unless 
  the user is familiar with the switch already. 
  • It takes no Actions to push a button, release a catch, etc., 
  assuming that the person doing so is holding the sword in his 
  hand. 
  Many Puzzle Swords have detachable parts such as darts, oil 
  reservoirs, etc. The removal or emptying of these things throws 
  off the delicate balance of the sword. When a Puzzle Sword is 
  off-balance, its wielder is at a penalty of one Kept die to all 
  Attack rolls and Active Defenses made with the sword. 
  Uncommon Swords Chart 
  Roll 
  Result 
  0-5 
  Roll on the Créer Puzzle Swords Chart 
  6-11 Roll on the Détruire Puzzle Swords Chart 
  Renard Puzzle Swords 
  0. Garrotte Hilt: The sword hilt conceals a garrotte. With a 
  successful attack from the rear, the victim cannot make a sound 
  and begins to suffocate (use the Drowning rules). The victim is 
  considered to be Grappled (as in the Wrestling Knack) and can 
  attempt to break free normally. 
  1. Solid Grip: The sword’s well-crafted grip allows its wielder to 
  make tricky feints. Add 5 to the TN of anyone Actively 
  Defending against an attack from this sword. 
  2. Disguised Sheath: The sword appears to be a cane or a 
  walking stick when sheathed. Add two Free Raises to all rolls to 
  Conceal it. 
  3. Well Balanced: The sword’s balance is so good that it 
  increases the Attack rolls of anyone wielding it by I (e.g., raising 
  a 19 to a 20) 
  4. Blade Catcher: The details on the hilt of the sword catch 
  incoming attacks. The sword increases its wielder’s Active 
  Defense by 2 when used to Parry (e.g., raising a 19 to a 21) 
  5-6: Roll again on this chart, ignoring further 5-6 results. Then 
  spend 3 HP and roll on the Uncommon Swords chart (above). 
  7. Long Reach: The wielder always adds +5 to his Initiative 
  Total. 
  8. Locksmith’s Hilt: The hilt of the sword conceals a hidden set 
  of lockpicks (Wits [40] roll to find them). These lockpicks are of 
  such high quality that they give the user a Free Raise when using 
  his Lockpicking Knack. 
  9. Secret Compartment: The pommel of the sword has a tiny 
  secret compartment concealed in it. Messages, jewels, and other 
  small but useful objects may be completely concealed inside this 
  compartment, which can be found only by rolling a Wits [40] 
  roll. 
  10. Rustproof: The sword is immune to the effects of age and 
  weather. It does not rust, tarnish, or otherwise corrode. 
  11. Locking Sheath: There is a catch on the sheath that holds the 
  sword firmly in place unless a hidden latch is released. It cannot 
  be pulled free with less than a Brawn of 6, which breaks the 
  sheath as the sword is forced loose. 
  Loup Puzzle Swords 
  0. Serrated Blade: The sword’s blade is designed to make 
  ragged, painful cuts. When its wielder successfully makes a 
  Raise on his TN to hit, the resulting Damage roll is increased by 
  2 (e.g., 18 becomes 20) for each Raise (in addition to the normal 
  extra unkept die of damage). 
  1. Flamberge Blade: When making Damage rolls for wounds 
  inflicted with this sword, the wielder may reroll any ones. He 
  may continue to do so until no ones remain. 
  2. Light Sword: The sword is extremely light. When making a 
  Riposte, you receive one Free Raise to your Attack roll 
  (assuming your Active Defense is successful). 
  3. Unbreakable: The sword cannot be broken and always 
  straightens when bent to any angle. 
  4. Barbed Guard: The sword’s guard is decorated with filigree 
  designed to catch on blades, and gives one Free Raise to its 
  wielder’s Disarm attempts. 
  5-6: Roll again on this chart, ignoring further 5-6 results. Then 
  spend 3 HP and roll on the Uncommon Swords chart (above). 
  7. Keen Blade: The sword’s edge is so sharp that it increases the 
  Damage rolls of anyone wielding it by 1 (raising a 19 to a 20, for 
  instance). 
  8. Spiked Guard: The sword’s guard is decorated with several 
  sharp spikes. Pommel Strikes performed with the sword inflict 
  2k2 damage instead of 0k2. 
  9. Never Dull: This sword never loses its keen edge. It never 
  needs to be sharpened, cared for, or otherwise maintained, 
  though it may still rust or be broken. 
  10. Heavy Blade: The sword has a particularly weighty blade, 
  and gives two Free Raises to its wielder when using the Beat 
  Knack. 
  11. Dagger Hilt: A dagger blade pops out of the sword’s pommel 
  when a hidden catch is pushed. This allows the wielder to use his 
  Attack (Knife) Knack even if his opponent has his sword in a 
  Bind. The dagger blade inflicts 1k2 damage like a normal knife 
  and automatically breaks the Bind the wielder’s sword is in upon 
  dealing damage. 
  Créer Puzzle Swords 
  0. Smoke Cloud: The sword sprays smoke in a 10’ radius when 
  a concealed button is pressed, plunging the area into total 
  darkness for 10 Phases. The sword contains enough smoke for 
  one use, then must be refilled with a mixture of oil and common 
  herbs (costing 1G) using 5 Actions. When the reservoir is empty, 
  the sword is off-balance (see General Rules for Montaigne 
  Puzzle Swords above). 
  1. Articulated Grip: The sword’s grip fits the wielder’s palm 
  precisely. The wielder may use Action dice to Parry as though 
  they were one Phase lower than they actually are. 
  2. Lizard’s Tail: The sword has a false tip that it can “shed.” 
  After a successful Parry against the sword’s wielder, the tip falls 
  off. The target must then reroll the Parry. If it’s successful a 
  second time, the attack is blocked; otherwise the trick succeeds 
  and the attack gets through after all. It takes 5 Actions to reattach 
  the tip properly; without the tip, the sword is off-balance (see 
  General Rules for Montaigne Puzzle Swords above). 
  3. Coiling Hilt: The hilt of this sword springs shut on its 
  wielder’s hand one Phase after being picked up unless a hidden 
  
  PAGE 82 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  catch is released. It takes a 5 Brawn to pry the victim’s hand 
  loose once the hilt has sprung shut. The victim must roll under 
  his Resolve on one die or the hand is broken for one month 
  (giving him a penalty of -1 Finesse). The hilt can be opened by 
  pushing the hidden catch. 
  4. Grasping Hilt: The sword’s hilt is a form-fitting design that 
  wraps around the wielder’s hand. When grasped, it locks into 
  place. This has two benefits. First, the wielder cannot be 
  disarmed of his sword. Secondly, the catch to release the hilt is 
  hidden, which means that users unfamiliar with the sword will 
  find that it traps their hand like a vise. 
  5-6: Roll again on this chart, ignoring further 5-6 results. Then 
  spend 3 HP and roll on the Maître Swords chart (below). 
  7. Adjustable Hilt: The hilt of this sword can be shortened or 
  lengthened, for use as either a Fencing (2k2) or a Heavy Weapon 
  (3k2), by spending one Action. Using it as a Heavy Weapon 
  requires both hands, while the Fencing Weapon form requires 
  only one hand. 
  8. Grappling Hilt: The hilt of the sword can be used as a 
  grappling gun. It has 20 feet of strong cord in it, and takes 10 
  Actions to rewind, if used as a weapon while the cord is 
  unwound, the sword is off-balance (see General Rules for 
  Montaigne Puzzle Swords above). 
  9. Healing Touch: At the touch of a concealed switch, the sword 
  injects a liquid into the wielder that heals him of 15 Flesh 
  Wounds. The formula for this liquid is known to the wielder and 
  costs 5G per dose, but is only effective if injected. Only one dose 
  per day will work on a single person, and the sword’s reservoir 
  holds only one dose. Afterwards it must be refilled, which takes 
  25 Actions. When it is empty, the sword is off-balance (see 
  General Rules for Montaigne Puzzle Swords above). 
  10. Loyal Hilt: A poisoned needle jabs into the base of the 
  holder’s thumb one Phase after picking it up unless a hidden 
  latch is released. The poison may be either arsenic or knock-out 
  drops, at the owner’s option. Heavy gloves, gauntlets, or a 
  panzerhand on the wielder’s sword hand will defeat this security 
  measure. The poison reservoir must be refilled after each use, but 
  is not large enough to affect the sword’s balance. 
  11. Blade Breaker: The blade breaker is a device designed to 
  strike an opponent’s blade at a weak spot and shatter it. This is 
  only useful when an opponent has just Parried the puzzle sword. 
  The wielder then depresses a hidden button, and part of the 
  sword’s hilt smashes down, attempting to break the other blade. 
  This works similarly to the Eisenfaust Journeyman ability, with 
  the sword having Brawn 4 for this purpose. Once sprung, a 
  mechanism must be rewound in the sword, requiring 10 Actions, 
  before the ability can be used again. Until then, the weapon is 
  off-balance (see General Rules for Montaigne Puzzle Swords 
  above). 
  Détruire Puzzle Swords 
  0. Pistol Hilt: There is a single-shot concealed pistol built into 
  the hilt of the sword, which can be fired by depressing a hidden 
  button. If the button is pressed when the sword has just caused 
  damage to an opponent, the pistol automatically hits, dealing 
  damage as normal (4k3). Otherwise, the wielder needs to make a 
  successful Attack (Firearms) roll with one Raise in order to hit. 
  1. Firebreather: When the sword is swung and a concealed 
  button is pressed, the sword sprays oil from its tip and ignites it 
  with a built-in flint. This results in a two-foot arc of flame 
  extending from the blade’s tip. The arc can be avoided by its 
  target with a Finesse+Rolling [20] roll (this does not require 
  spending an Action). Failure results in two dice of fire damage. 
  The sword holds enough oil for one use, and must be refilled 
  afterward, taking 25 Actions. When it is empty, the sword is off-
  balance (see General Rules for Montaigne Puzzle Swords 
  above). 
  2. Blinding Spray: The sword has a reservoir of liquid that can 
  be sprayed into an opponent’s face at the touch of a hidden 
  button. This requires a successful Attack roll with two Raises. 
  Instead of suffering damage, the victim is blinded (as if in Total 
  Darkness) until the liquid is washed out of their eyes or one hour 
  has passed, whichever comes first. The sword holds only enough 
  liquid for one use, and takes 5 Actions to refill (using water and 
  herbs available for 50c). When the sword’s reservoir is empty, it 
  is off-balance (see General Rules for Montaigne Puzzle Swords 
  above). 
  3. Dart Hilt: The sword can fire a small dart out of its pommel 
  up to 10’ when a hidden button is pressed. This requires a 
  successful Attack roll with three Raises. Deadly poisons or 
  knock-out drops are typically smeared on the dart. If the dart is 
  lost, a skilled Blacksmith (Rank 4+ in the Knack) is required to 
  replace it at a cost of 10G. When the dart is missing, the sword is 
  off-balance (see General Rules for Montaigne Puzzle Swords 
  above). Poison must be reapplied to the dart after each use. 
  4. Strange Metal: The sword is made from metal so light that 
  the wielder may lower one of his Action dice by one Phase or 
  add +10 to his Initiative Total during Phase 1. 
  5-6: Roll again on this chart, ignoring further 5-6 results. Then 
  spend 3 HP and roll on the Maître Swords chart (below). 
  7. Spreading Blade: This sword is designed with a powerful 
  spring between two half blades. When a hidden button is pushed, 
  the two halves of the sword are forced apart. This often results in 
  broken ribs and other horrifying wounds to the victim. After a 
  successful attack, the Hero may activate this ability to inflict an 
  additional two dice of Wounds to the target (applied separately 
  after the sword wound itself has been taken). However, the 
  sword’s TN to be broken is 5 lower, and once it has been sprung, 
  it is useless until 10 Actions have been spent resetting it. 
  8. Poison Reservoir: There is a small watertight compartment 
  inside the sword’s hilt. When a certain decoration is twisted on 
  the pommel, it opens up this compartment, allowing whatever is 
  inside to flow out. If the sword is being held tip down when this 
  is done, the liquid will flow down it, coating it liberally. This 
  takes one Action. However, until the end of the Round (or until 
  the first successful attack with the weapon), the liquid will cling 
  to the blade and seep into any wounds it makes. Typically, deadly 
  poisons or knock-out drops are placed in the reservoir. The 
  sword holds enough poison for one use and must afterward be 
  refilled, taking 25 Actions. When it is empty, the sword is off-
  balance (see General Rules for Montaigne Puzzle Swords 
  above). 
  9. Collapsing Hilt: If the sword is drawn from its sheath without 
  pressing a hidden catch, roll a die. That many Phases later, the 
  sword falls apart in the wielder’s hands, taking (10-Wits) Actions 
  to reassemble. 
  10. Tainted Metal: When an opponent fails a Wound Check 
  after being struck by this sword, he may only erase a number of 
  his Flesh Wounds equal to his Wound Check roll. 
  Example: If he had 87 Flesh Wounds and rolled a 42 for his 
  Wound Check, he would suffer 3 Dramatic Wounds (1+2 for 
  failing by more than 40) and still be left with 45 (87-42) Flesh 
  Wounds. 
  11. Razor Edge: For every 10 the sword’s wielder Keeps when 
  making Damage Rolls with the sword, it automatically inflicts 
  one Dramatic Wound to its target. The 10s do not Explode, nor 
  are they counted toward the Damage Roll total, but neither do 
  they cause existing Flesh Wounds to go away. 
  Example: If the wielder rolled a 9 and a 10 for damage, the 
  target would suffer one Dramatic Wound, then add 9 Flesh 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 83 
  Wounds to his current total and make a Brawn test against the 
  new total. 
  Maître Puzzle Swords 
  0-1. The Eager Blade: This sword can instantly leap to its 
  owner’s hand whenever he wills it, from any distance. Should he 
  ever hand the sword to another person hilt-first, the sword will 
  begin to obey that person’s commands. If the owner dies, the first 
  person to touch the sword becomes its new master. 
  2-3. The Ghostly Blade: No one but the sword’s owner can pick 
  up this weapon. Everyone else’s hands simply pass right through 
  it. While the wielder holds it in his hand, the sword is solid and 
  can be touched by others (and touch them in return) but if he lets 
  go of it, the sword once again resumes its ghostly behavior. 
  Should he ever hand the sword to another person hilt-first, the 
  sword will then allow only that person to pick it up. If the owner 
  dies, the sword becomes solid, and the first person to touch it 
  becomes its new master. 
  4-5. The Grasping Blade: Once per Act, this sword can cut at 
  great distances. If the wielder can see a person, he can attack him 
  with the sword, no matter how far away he is—the blade 
  disappears into the air and emerges near the target. The target can 
  still use Passive and Active Defenses as usual. Of course, a 
  Surprise check (with the wielder receiving two Free Raises) is in 
  order if the target was unaware of the blade’s wielder. 
  6-7. The Shimmering Blade: Once per act, this sword may 
  “shimmer.” It begins to waver in the air like a mirage, and until 
  the beginning of the next Round, it ignores armor and cover and 
  cannot be Parried (either Actively or Passively). 
  8-9. The Greedy Blade: This sword’s wielder may spend one 
  Action in order to cut open a hole in the air with the sword, and 
  reach in with his other hand. This allows the wielder to act as 
  though he had the Porté Pocket Knack at Rank 3, but objects 
  inside never vanish. 
  10-11. The Thirsty Blade: Once per Act, this sword can draw 
  some of the blood out of an opponent. The wielder declares that 
  he is activating the blade before rolling for damage. He may then 
  double the value of any one Kept Damage die. 
  Example: If one of the dice Exploded and rolled a 15, he could 
  use this ability to double it to 30, in addition to any other dice he 
  was Keeping for Damage. 
  Roving Don 
  Cost: 6 HP (3 HP with the Castillian Education Advantage) 
  Restrictions: Castille only 
  Your Hero is a low-ranking Don. You have lost your lands to 
  the Montaigne, but managed to salvage most of your savings. 
  Unfortunately, until the Montaigne are beaten back, you have no 
  other source of income, so you are forced to live off your 
  savings. 
  Effect: Your starting income is 6,000G, but you have no monthly 
  income, and you must spend 50G per week to maintain your high 
  standards of living. Should the war against Montaigne be won, it 
  is likely that you will regain your lands and become a full Noble 
  once again. 
  Rücken 
  Cost: 8 HP (6 HP if Eisen) 
  An Eisen has sworn to be your Rücken. Whenever the two of 
  you are fighting together, you can absolutely trust him to cover 
  your back, but you must be willing to do the same for him. 
  Effect: Your Rücken is considered an absolutely loyal 100 HP 
  Henchman, unless you betray or abandon him, in which case you 
  lose this Advantage and he turns into a 3 HP Nemesis. 
  Rune Weapon 
  Cost: Varies (see Effect below) 
  Restrictions: Vesten only 
  You have a weapon or other object that has a rune inscribed 
  upon it. It may be any of the twenty-four Lærdom runes. 
  Effect: You must name the weapon. The cost of this Advantage 
  depends on the kind of rune inscribed on it. Weather runes cost 1 
  HP, plus 1 HP per Raise that they have on them, up to three 
  Raises. Runes that Add Dice cost 4 HP A permanent rune costs 
  twice as much as an ordinary rune of its type. 
  Scarovese 
  Cost: 1 HP or 3 HP (see Effect below) 
  All Vodacce study the works of Cristoforo Scarovese, but you 
  have a keen insight into his work. You can use his lessons to hide 
  your tracks, deflect blame, and generally prosper in the folds of 
  the Vodacce Great Game. 
  Effect: By spending 1 HP in this Advantage, your Reputation 
  may drop to -40 before you become an NPC. By spending 3 HP 
  in this Advantage, your Reputation may drop to -50 before you 
  become an NPC. 
  Scoundrel 
  Cost: 3 HP 
  Restrictions: You may not also have the Citation Advantage. 
  You have a reputation for being bad, for consorting with the 
  “criminal element,” and for knowing and doing things that only 
  the bold or forsaken care to. It may be true (if you’d like), or you 
  might just have been in the wrong place at the wrong time once 
  too often. But, as some say, “Having a bad reputation is better 
  than having no reputation at all.” 
  Effect: You gain the Streetwise Skill for free. Your Reputation 
  begins at –10, giving you 1 Reputation die to roll when making 
  Reputation Actions. 
  Sensitive Bones 
  Cost: 2 HP 
  At some point, you suffered a serious injury. Although it has 
  healed now, it is sensitive to changes in atmospheric pressure. 
  Effect: You Keep an extra die (+0k1) when rolling for the 
  Weather Knack. 
  Servants 
  Cost: 3 HP (may be purchased multiple times) 
  You have one or more servants in your employ at the start of 
  the game. They are not particularly loyal (beyond the desire to be 
  paid), but they can be a help if you need something (or someone) 
  finished. 
  Effect: Servants are classified in two groups—Henchmen and 
  Brutes—following the standard NPC creation and combat rules. 
  3 HP invested in this Advantage buys one Henchman (designed 
  by the GM) or six Brutes (all Threat Rating 1). 
  Showmanship 
  Cost: 5 HP (3 HP if Fhideli) 
  You have flawless timing and an ability to work crowds that 
  borders on the uncanny. You long ago determined that anything 
  worth doing was worth doing stylishly. You move, speak, fight, 
  and even eat with flair. While this has obvious uses on the stage 
  or working a crowd, it also has applications elsewhere. 
  Effect: Any Action performed in front of an audience that would 
  earn the character one or more Reputation Points, earns one extra 
  point. Additionally, you gain a Free Raise on any use of the 
  
  PAGE 84 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Repartee system that succeeds. In other words, if the roll would 
  fail, it fails, but if it succeeds, it counts as if you had called a 
  Raise. When attempting to affect more than one person, you 
  must choose whether to take a Free Raise or affect an additional 
  target. 
  Sidhe Ally 
  Cost: 2 HP (Avalon only) 
  You’ve gained an ally in the Sidhe court. 
  Effect: This is a double-bladed advantage. While occasionally 
  he’s able to help you out, every once in a while he needs a 
  helping hand himself. While his troubles often outweigh your 
  own, he’s saved your life more times than you can count in the 
  past. 
  Sidhe Blood 
  Cost: Varies (Minimum of 1 HP; see below) 
  Restrictions: Avalon only 
  Heroes with Sidhe Blood are the bearers of both benefits and 
  hindrances. 
  Effect: The cost of this Advantage varies, depending on which 
  traits you inherited from your Sidhe side. The Blessings cost HP, 
  while the Curses give you HP back. 
  Blessings 
  These are the benefits you have received from your Sidhe 
  heritage. Each Blessing may be taken only once. 
  Existing Advantage 
  Cost: Varies (see Effect below) 
  Effect: One of the following Advantages may be taken as part of 
  your Sidhe Blood Advantage for the listed cost: 
  • Appearance: Above Average (4 HP) 
  • Appearance: Stunning (8 HP) 
  • Dangerous Beauty (2 HP) 
  • Keen Senses (1 HP) 
  • Large (4 HP) 
  • Small (1 HP) 
  Child of the Earth 
  Cost: 2 HP 
  You have an affinity for Avalon’s bountiful earth. 
  Effect: You can feel the heart of the mountains slowly beating 
  beneath you. You can sense impending earthquakes like an 
  animal, and when you take Falling Damage the surface you land 
  on is always considered to be one category softer then usual. 
  Child of the Sea 
  Cost: 2 HP 
  You have an affinity for the sea. 
  Effect: You can smell the sharp tang of the salt air no matter how 
  far inland you travel. You can sense impending storms, and if 
  you ever get into a Drowning situation, your Resolve is 
  considered +3 Ranks higher. 
  Fearful Countenance 
  Cost: 1 HP 
  There’s something about you that’s unsettling. Your face 
  reveals something that is both fascinating and repulsive. 
  Effect: You gain +2 unkept dice on all Intimidation rolls. 
  Good Standing 
  Cost: 2 HP 
  The Sidhe side of your family is in good standing with the 
  Queen’s court. 
  Effect: You receive +1 Reputation die when dealing with the 
  Seelie Court. In addition, those with Good Standing may 
  purchase the Sidhe Weapon Advantage for -1 HP less. 
  Slow Aging and Immunity to Disease 
  Cost: 2 HP 
  Because of your Sidhe heritage, you age more slowly than you 
  should and you are never affected by disease. 
  Effect: Halve your age (round down), for Aging purposes. You 
  are immune to all diseases, including the White Plague—they 
  simply don’t affect you. 
  Smell Glamour 
  Cost: 3 HP 
  Because of your Sidhe heritage, you can “smell” Glamour. 
  Effect: Pick a distinctive smell, like ripe oranges, wintergreen, or 
  brimstone. This smell fills your nostrils when a Sidhe or 
  Glamour mage is using his powers within 10 yards of you. Some 
  Heroes with Sidhe Blood “hear” Glamour, and a very few can 
  even “taste” it. 
  Curses 
  These are drawbacks you received from your Sidhe heritage. 
  Like Blessings, each Curse may be taken only once. 
  Cold-Hearted 
  Cost: 2 HP 
  Your Sidhe heritage has left you with a hard heart. You may 
  never experience True Love (except through magical means), 
  and any romances you get involved in are doomed to fail once 
  you get bored with your lover. 
  Effect: Any romances your Hero gets involved in must be ended 
  by the beginning of the next Story. Each ended romance reduces 
  your Reputation by –3 Points. Worst of all, you begin the game 
  with a Lost Love Background (2 Points), for which you never 
  receive bonus XP. 
  Diurnal 
  Cost: 2 HP 
  Restrictions: You cannot take the Nocturnal Curse. 
  You grow weak when shielded from the light of the sun. 
  Effect: Unless you are in direct sunlight, you suffer a –2 unkept 
  dice penalty on all rolls. 
  Gifts 
  Cost: 2 HP 
  The giving of gifts is a powerful ritual in the lands of the Sidhe. 
  Your heritage has made it a curse. 
  Effect: Whenever you accept a gift, you must return the favor as 
  quickly as possible. For every day that you do not, you lose one 
  unkept die to all your rolls. This effect is cumulative. 
  Iron Susceptibility 
  Cost: 1 HP 
  You are susceptible to cold iron, but to a much lesser degree 
  than some of your cousins. 
  Effect: Touching cold iron with your flesh causes minor 
  discomfort, but no actual penalties. If you are struck with a 
  weapon made from cold iron, your opponent rolls +1 unkept 
  Damage die. Lastly, if you are struck by a MacEachern Weapon, 
  your opponent rolls +1 Kept Damage die. 
  Iron Vulnerability 
  Cost: 2 HP 
  Your Sidhe heritage has left you vulnerable to cold iron. 
  Effect: Whenever the dreaded metal comes into contact with 
  your flesh, you suffer extreme pain and lose –1 unkept die from 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 85 
  all your rolls until the end of the Scene. If you are struck with a 
  weapon made from cold iron, your opponent rolls +1 Kept 
  Damage die. MacEachern Weapons affect you as if you were a 
  full-blooded Sidhe. 
  Land Bound 
  Cost: 2 HP 
  Restrictions: You cannot take the Sea Bound Curse. 
  You are left feeling weak whenever you can’t feel solid earth 
  under your feet. 
  Effect: When you are more than ten miles from any body of 
  land, all your rolls are at a –2 unkept dice penalty. 
  Nocturnal 
  Cost: 1 HP 
  Restrictions: You cannot take the Diurnal Curse. 
  You have trouble functioning in direct sunlight 
  Effect: When in direct sunlight, all your rolls are at a–1 unkept 
  die penalty. 
  Running Water 
  Cost: 1 HP 
  Running water holds a strange repulsion to you. 
  Effect: You cannot voluntarily cross running water without a 
  bridge. You can’t explain why. You wish you could; maybe that 
  would help you get over it. 
  Sea Bound 
  Cost: 2 HP 
  Restrictions: You cannot take the Land Bound Curse. 
  You are left feeling weak whenever you can’t feel the salt spray 
  of the sea on your skin. 
  Effect: When you are more than ten miles from any body of salt 
  water, all your rolls are at a–2 unkept dice penalty. 
  Sidhe Weapon 
  Cost: 1-5 HP (1-10 HP for Sidhe Heroes) 
  Restrictions: Avalon only 
  Some Heroes have been blessed with a weapon forged by the 
  Sidhe. 
  Effect: Unless the character is a Sidhe Hero, only one such 
  weapon may be purchased. Normally, Heroes may spend no 
  more than 5 HP on a Sidhe Weapon, however, Heroes with both 
  the Sidhe Blood Advantage and the Good Standing Blessing can 
  purchase a Sidhe Weapon for -1 HP less. Sidhe Heroes purchase 
  Sidhe Weapons for -1 HP less, and can spend up to 10 HP on 
  Sidhe Weapons. In addition, characters can also purchase 
  Glamour imbuements for their weapon (see the Glamour-imbued 
  Weapon Advantage). 
  Weapons 
  Sidhe Sword 
  Cost: 4 HP 
  A Sidhe Sword is as light as smoke and as deadly as fire. Sidhe 
  Swords can be wielded by anyone with Fencing weapon or 
  Heavy Weapon Skills. 
  Effect: These blades are 4k2 weapons in Avalon, 3k2 weapons 
  elsewhere. When rolling for Initiative, the user may lower the 
  result of one of his Action dice by -1 at the start of the Round. 
  Sidhe Bow and Arrows 
  Cost: 3 HP 
  The Sidhe Bow and Arrows is a special gift, with the bow 
  resembling a normal bow, but made of a supple wood, and the 
  arrows arranged in an ornately decorated quiver. 
  Effect: A Sidhe Bowstring can never be broken, and the 6 
  Arrows that come with the Sidhe Bow can always be retrieved 
  after firing. Those struck a killing blow with a Sidhe Arrow do 
  not die, but instead fall into an enchanted sleep, which lasts as 
  long as the GM sees fit (a single night is normal, but periods of 
  up to one hundred years are known). 
  Sidhe Dagger 
  Cost: 2 HP 
  As light as its larger counterpart, a Sidhe Dagger is just as 
  deadly. 
  Effect: The Sidhe Dagger is a 2k2 weapon in Avalon, 1k2 
  elsewhere, and shares the same qualities as the Sidhe Sword, 
  including the Initiative bonus. 
  Small 
  Cost: 2 HP 
  Restrictions: You cannot take the Large advantage. 
  You are six inches to one foot shorter than average. 
  Effect: You gain +1 unkept die to all Stealth and Shadowing 
  rolls. You drop –1 Damage die from your first Damage roll each 
  combat. You cannot take the Large Advantage. 
  Spark of Genius 
  Cost: 2 HP 
  The character has an intuitive understanding of one academic 
  field. He is able to solve difficult problems related to that field 
  without the use of scratch paper or referring to his notes. 
  Effect: Pick one of the following Knacks: Accounting, 
  Astronomy, Cartography, Composer, Cryptography, Drawing, 
  History, Law, Logistics, Mathematics, Musician, Natural 
  Philosophy, Occult, Philosophy, Sculpting, Singing, Strategy, 
  Tactics, Theology, Writing. Whenever you make a roll based on 
  this Knack, you get a Free Raise. 
  Specialty 
  Cost: 1 HP (Basic Knack) or 3 HP (Advanced Knack) 
  Restrictions: You may purchase this Advantage up to three 
  times. Swordsman and Sorcery Knacks cannot be purchased with 
  this 
  Advantage (see the Specialty: Swordsman 
  Knack 
  Advantage). 
  You have trained yourself to be skilled in one very narrow area 
  of expertise, bypassing the schooling you would ordinarily need. 
  Effect: You gain +1 Rank in a Knack that is not found inside a 
  Skill you already possess. Knacks purchased in this manner may 
  be increased normally after Hero Creation and must obey normal 
  limitations. 
  Specialty: Swordsman Knack 
  Cost: Varies (see Effect below) 
  Restrictions: Counts toward limit of three Specialty Knacks, but 
  may only be purchased one. 
  Although the special skills of swordsmen are very closely 
  guarded secrets there are many mercenaries and sell-swords that 
  have no regard for secrecy. To a mercenary the only thing that is 
  important is money; if the money is right then there are few who 
  would refuse to teach the art of combat, this includes passing on 
  the knowledge of swordsman knacks. 
  Effect: This advantage is treated in many respects as a regular 
  Specialty, i.e. it counts toward the limit of three Specialty 
  Knacks (see the Specialty Advantage). In any case, only one 
  Swordsman Knack may be purchased as a Specialty. Even 
  Swordsmen may learn an additional Knack that they don't 
  already know. 
  
  PAGE 86 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  A Swordsman Knack purchased in this fashion may be 
  advanced to a maximum of Rank 3 unless the student later learns 
  a Swordsman School of which the Specialty Knack is a part, in 
  which case it may be advanced normally to Rank 5. The HP 
  costs are given below: 
  Student 
  Knack Type 
  Cost per Rank 
  Swordsman 
  Any Knack 
  4 HP 
  Non-Swordsman 
  Orders 
  4 HP 
  Non-Swordsman 
  Weapon/Combat Knack 
  5 HP 
  Non-Swordsman 
  Exploit Weakness 
  6 HP 
  Sympathetic Healer 
  Cost: 20 HP 
  Restrictions: Vesten only 
  Certain Vestenmannavnjar have the ability to heal people by 
  taking their wounds and illnesses into their own bodies. 
  Effect: By touching someone and spending a Drama Die as an 
  Action, you may attempt to take their wounds from them. Make 
  a Resolve [10] roll. If successful, you absorb all of that person’s 
  Flesh Wounds, plus one Dramatic Wound per Raise you made on 
  your roll. You must immediately roll your Brawn to see whether 
  the sudden absorption of Flesh Wounds gives you any Dramatic 
  Wounds. 
  Sympathetic Healers may also take illnesses or poisons from 
  someone else’s body and into their own. No roll is necessary to 
  do this. The healer merely touches his patient and spends one 
  Drama Die, and one dose of poison or one illness transfers from 
  the patient to the healer, who immediately suffers its effects. 
  In times of desperation, a Sympathetic Healer may try to 
  transfer injuries, poison, or disease to another person. To do this, 
  he must touch that person and spend a Drama Die. If he wishes 
  to transfer a poison or a disease, then he must make a Resolve 
  [20] roll. If he succeeds, one illness or dose of poison transfers to 
  him from his patient. If he wishes to inflict injuries upon 
  someone, he must make a Resolve [15] roll. If he succeeds, he 
  loses one Dramatic Wound and inflicts a 2k2 attack that acts as if 
  it had been fired from a Firearm for purposes of inflicting 
  wounds. 
  Syrneth Artifact 
  Cost: Varies 
  Somehow you’ve obtained one or more Syrneth Artifacts, 
  whether found, stolen, purchased or inherited. 
  Effect: The Hero begins the game with a Syrneth Artifact in his 
  possession. The player chooses an artifact from the following list 
  for the HP cost listed. 
  Artifacts 
  Golden Marble 
  Cost: 2 HP 
  You found this marble in a field near your childhood home. 
  You discovered, quite by accident, that if you tap it with your 
  fingernail, carry it somewhere else, and then drop the marble on 
  the ground, it begins to roll back towards the place where you 
  tapped it. 
  Effect: It only “remembers” the last place it was tapped, and the 
  marble never “forgets” a location as long as it isn’t tapped again. 
  When rolling, it moves back along the path it has traveled since 
  then at a slow walking rate. It is possible to pick the marble up 
  while it is retracing its path, take a break, and then drop it and 
  have it resume its journey later. If the marble reaches water, it 
  stops at the edge, and if carried across and dropped again, will 
  continue on its way. 
  Green Bracelet 
  Cost: 3 HP 
  You found this bracelet in a net while fishing one day. You put 
  it on, and later, when you were getting a fish, your knife slipped 
  and cut open your hand. The bracelet flashed a pale green, and 
  the wound closed of its own accord. 
  Effect: Once per Scene, this bracelet heals its wearer of 10 Flesh 
  Wounds. These are always the first wounds inflicted on the 
  wearer during the Scene, and they close instantly, so they are 
  never counted when you make a Wound Check. 
  Grinning Armband 
  Cost: 2 HP 
  This wide golden armband has a small silvered animal skull 
  inset in it. You bought it from a wizened old sailor, who claimed 
  it once belonged to Captain Rogers himself. 
  Effect: When you wear it and tense your arm rapidly two times, 
  the skull’s mouth opens and a bony hand, trailing a thin silver 
  cable, fires out of it. The hand can extend up to 50 feet, and 
  tightly grabs anything it hits. After the hand has a firm grasp, the 
  cable retracts, swinging you over to where the hand is hooked. 
  This operates like a grappling gun, except that it is simpler to use 
  (TN 10 instead of TN 15), and you never need to worry about 
  slipping and falling off the rope. 
  Heavy Knife 
  Cost: 2 HP 
  You bought this strange gray knife from a shady man in an 
  alley. You found that cuts inflicted by it are deeper and take 
  longer to heal. 
  Effect: The knife inflicts +3 additional Flesh Wounds whenever 
  it hits. 
  Mechanical Hand 
  Cost: 2 HP 
  This hand is composed of a strange reddish metal. When you 
  found it, you had lost your own off-hand in a fight. Curious, you 
  pressed it against the stump, and it attached itself to you. 
  Effect: It has proven to be no stronger or more dexterous than 
  your normal hand, but it never gets tired. It can be damaged as 
  easily as a real hand, but it repairs itself after a few days, and if it 
  gets cut off, it can be reattached (simply press it up against the 
  stump again). 
  Ornate Glove and Throwing Knife 
  Cost: 5 HP 
  You received this pair of artifacts as a gift from an 
  archaeologist friend of yours. The silver filigreed glove has a 
  concealed dagger sheath which contains a bluish knife, balanced 
  for throwing. 
  Effect: Whenever you pull your gloved hand back as though you 
  were about to throw a knife, the dagger appears in your hand. 
  You can only throw the dagger once per Phase; otherwise it 
  returns to your hand before hitting its target. In addition, the 
  knife must be left in its sheath at least two hour every day, or it 
  loses its returning property until so recharged. The glove itself 
  seems to draw its energy from being worn. You must wear it at 
  least ten hours each day, or the dagger stops returning to the 
  glove until this requirement has been met. 
  Reddish Cutlass 
  Cost: 2 HP 
  This cutlass washed up on the beach one day. Noting its 
  unusual design, you rightly guessed that it was a Syrneth Artifact 
  and kept it. The blade seems to be able to duplicate an earlier 
  move used against an opponent to similar effect. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 87 
  Effect: Once per Scene, after you hit and deal damage to an 
  opponent with this cutlass, you may use your next Action and 
  spend a Drama Die to activate the cutlass’ power. The cutlass 
  imitates the earlier attack exactly, including the Attack roll and 
  Damage roll (assuming that this attack is successful). 
  Shining Belt 
  Cost: 1 HP 
  When clasped around your waist, this segmented belt begins to 
  glow with a pale white light. 
  Effect: The light illuminates 5 yards in all directions, and leaves 
  your hands free. Once the belt has been fastened, only the wearer 
  can remove it. The belt stops shining when exposed to direct 
  sunlight or is unclasped. 
  Silvery Box 
  Cost: 3 HP 
  When you first picked up this box, it opened at your touch. 
  Since then, you have been the only person able to open it. 
  Effect: The box has proven impervious to all ordinary attempts 
  to force it open or destroy it, although perhaps another Syrneth 
  Artifact could accomplish the task. The box’s innermost cavity 
  measures 4” x 2” x 1” so you only keep your smallest, most 
  prized possessions in it. 
  Tarnished Mug and Tap 
  Cost: 2 HP 
  You purchased these items from a traveling merchant who 
  didn’t realize what he had. The tap is a type similar to that 
  typically used for tapping a keg of beer. The mug is a tall, narrow 
  vessel, with a handle much too thick for human hands to hold 
  properly. 
  Effect: Both it and the tap seem impervious to ordinary damage. 
  When the tap is in place on a barrel or keg, and opened, nothing 
  comes out. However, if someone then attempts to drink from the 
  mug, liquid from the tapped container appears in the mug. The 
  liquid only flows if someone drinks from the mug; it cannot be 
  spilled out of the mug. The tap only works if it has been inserted 
  in a container. Simply throwing it into a freshwater lake would 
  not guarantee endless drinking water. 
  Tenure 
  Cost: 2 HP 
  The character has a permanent position at one of Théah’s 
  universities. 
  Effect: He draws a regular income, even when on sabbatical. The 
  income is 15 Guilders per month and the player should decide 
  which university his Hero belongs to. Strong candidates include: 
  La Ciencia University in Castille, Dionna University in Vodacce, 
  Le Grande Université in Montaigne, Bedegrane University in 
  Avalon, and the University of Kirk in Vendel. 
  Thrall 
  Cost: 1 HP 
  Restrictions: Vesten only; You cannot also take the Jarl 
  Advantage 
  You were a Thrall, a member of the servile class of the 
  Vestenmannavnjar society. Your jarl lost all of his land and 
  money to the Vendel, and his life ended shortly thereafter. You 
  had nowhere else to turn, and have thus become a free man. 
  Effect: You gain the Servant Skill for free, and you start the 
  game with 5 Guilders that you have scrounged up along the way. 
  Time Sense 
  Cost: 2 HP 
  Your Hero has an innate and uncanny understanding of the 
  passing of time. 
  Effect: At any occasion your Hero knows what time it is to 
  within a small margin or error, you are also aware of how much 
  time has passed over a given period. 
  Example: You know that it’s about 6 pm after spending all day 
  in court wrangling; or that after being locked in a dungeon for 
  three weeks, its actually the twelfth of Primus; or that those 
  fifteen minutes you were told to wait before lighting the fuse are 
  up. 
  This Advantage makes you invaluable onboard a ship, where 
  you are able to aid in judging the ship’s longitude remarkably 
  accurately. 
  Toughness 
  Cost: 5 HP (3 HP if Ussura) 
  Whether it’s due to a thick skin (or a thick skull) you have 
  always had a high pain threshold. 
  Effect: All of your Wound Checks are made with +1 Kept die. 
  Trained Duelist 
  Cost: 10 HP 
  Restrictions: You must be a student of a Swordsman School. 
  You must also be a member, in good standing, of the 
  Swordsman’s Guild (must have the Membership: Swordsman’s 
  Guild Advantage). 
  You have had a duelist’s upbringing. You know everything 
  there is to know about dueling, including: duel etiquette, rules 
  and stipulations for different types of duels, when a second or 
  replacement is valid in a duel, whether a duel challenge is valid 
  or not, and what weapons are permitted in a given type of duel. 
  In your vast experience of dueling you have also encountered 
  many different fighting techniques and have practiced your own 
  techniques until they have become almost second nature to you. 
  Effect: You are afforded the following benefits: 
  • You know all but the most obscure knowledge about anything 
  specifically pertaining to duels. If a roll needs to be made to 
  test or use this knowledge, you roll +2 Kept dice. 
  • At Hero Creation you may select foreign Swordsman Schools 
  as though they are from your own Country of Origin. Only 
  Schools that offer Membership to the Swordsman’s Guild 
  may be purchased in this way. 
  • Whenever you enter a duel you can automatically tell what 
  style your opponent is fighting in, even if you have not 
  studied the School yourself. 
  Trained Spider 
  Cost: 2 HP (1 HP if Vodacce Fate Witch) 
  The spider is an natural embodiment of the Vodacce Fate 
  Witch, and many women train spiders to serve a variety of 
  purposes. You have acquired one of these specially-bred spiders, 
  ranging in size from a fingernail to a dinner plate. Spiders are 
  considered Brutes with a threat rating of 1. They cannot engage 
  in extended combat and are considered pets, not servitors. It 
  fulfills a single specific duty; choose one or make a Simple roll 
  on the list below: 
  1. Glow: You have a small globe filled with tiny spiders which 
  produce a bright phosphorescent glow. The globe can illuminate 
  an area of 10’ by 10’. 
  2. Poison: This spider can be trained to bite anyone who enters a 
  specific area no larger than a single room. The bite is intensely 
  
  PAGE 88 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  painful and causes 3k2 Wounds, but can only be administered 
  once per day. 
  3. Theft Mark: This spider has been trained to bite anyone who 
  touches a specific object While not fatal, its poison causes the 
  skin to swell like a balloon. The effects last for several days, 
  making it very easy to spot the thief. 
  4. Door Marks: This spider has been trained to spin webs across 
  doors, windows, and other entrances, allowing the owner to 
  know when intruders have crossed them. It takes the spider ten 
  minutes to “mark” a single entrance. Once marked, the owner 
  will know with a single glance if anyone has passed by. 
  5. Tough Lines: This spider produces a very strong thread, 
  which may be used as thin rope. It takes one week to spin fifty 
  feet of thread, which can support up to 250 pounds. 
  6. Retrieval: This large spider has been trained to retrieve small 
  items—pens, rings, sheaves of paper, etc.—and return them to its 
  owner. The items cannot weigh more than one pound, and the 
  spider is limited in what it can retrieve to either one single type 
  of item (pen, ring, etc), or an item which the spider has had an 
  opportunity to mark with its scent 
  7. Message Transfer: The spider’s bite can effect a brief transfer 
  of information from one subject to another. The message transfer 
  must be fifteen words or less and compose a single sentence. The 
  information only travels one way (from a sender to a subject) and 
  cannot be transferred to more than one person. Keep in mind that 
  an unwilling subject may not realize what the spider is up to and 
  squash it before it can bite. The spider may only use this ability 
  three times per week. 
  8. Tracking: The spider can track a specified person, leaving a 
  distinctive thread on buildings and other landmarks for its 
  mistress to follow. Distance is no object; the spider can follow its 
  subject for hundreds of miles if necessary. The tracking ability 
  only works if the subject is on foot: the spider is too slow to 
  follow horses or wagons, and ships leaving no place to mark 
  passage. 
  9. Hide Object: The spider can take a single object (weighing no 
  more than a pound) and hide it in a secret place, cocooning it 
  with thread and then retrieving it when ordered. The object is 
  considered invisible for purposes of searching; it simply cannot 
  be found by normal human means. The spider can hide up to 
  three objects at a time with this ability. 
  0. Roll twice on this list, ignoring this result hereafter. 
  Twisted Blade 
  Cost: Varies 
  Restrictions: Vodacce only 
  Vodacce’s Fate Witches sometimes attach fate strands to 
  newly-formed weapons, increasing their potency. These “Twisted 
  Blades” are in high demand among Vodacce’s nobility. While 
  witches usually “twist” swords, they can also influence knives, 
  pistols, and other weapons if they choose. 
  Effect: For every 2 HP you spend in this Advantage, your 
  weapon receives 1 Destiny die. You may purchase up to 5 
  Destiny dice for your weapon. You may spend these dice before 
  making any roll that has something to do with the weapon 
  (Attack rolls, Damage rolls, Swordsman Knacks, Active 
  Defenses, etc.) with each spent die adding one Kept die to the 
  roll. Your Destiny dice refresh at the start of each Act. 
  Fate Witch Heroes may Twist a weapon (see the Swords 
  Spread under the Sorte sorcery rules). 
  Unbound 
  Cost: 15 HP 
  Restrictions: Male Vodacce only 
  Every generation, a handful of Vodacce men are born outside 
  of the webs of Fate. No strands connect to them and Sorte 
  sorcery slides off them like water off a duck. Any effort to read 
  their fate in a Destiny Spread results in incomprehensible 
  gibberish. “The Unbound,” as the Fate Witches call them, 
  constitute some of the greatest heroes in Vodacce history, as well 
  as the most reviled villains. 
  Effect: You are immune to all uses of Sorte sorcery. All Fate 
  strands attached to you are considered Court Cards, whether they 
  are actually that powerful or not. In addition, when facing a Fate 
  Witch in combat, you have a Fear Rating of 2 in regards to her. 
  University 
  Cost: 4 HP (2 HP if Castille) 
  Like many martial Academies sprouting up across Théah, 
  Universities—mostly funded and organized by the Vaticine 
  Church of the Prophets, and offering a wide variety of scholarly 
  training—are coming into fashion. 
  Effect: You have attended one of these Universities. As a result, 
  Civil Skills cost you 1 HP (rather than 2 HP) to purchase during 
  Hero Creation. 
  Ussuran Accent 
  Cost: 0 HP 
  Restrictions: Ussura only 
  An accent is an identifying characteristic in the way that a 
  person speaks that indicates he’s from a particular area. 
  Effect: Only a Hero fully proficient in a given language can 
  identify accents; Language Acquaintance and Pidgins are no 
  help, and non-Ussurans may never have an accent. There are five 
  primary accents in Ussura: Gallenia, Molhyna, Rurik, Somojez, 
  and Veche. The wandering Fhideli have their own language (with 
  an easily identifiable accent) and do not fall into this Advantage. 
  Ussuran Heroes with one of these accents pay slightly different 
  costs to learn foreign languages. An explanation of each accent 
  follows the language table below: 
  Ussuran Language Table 
   
  Gallenia Molhyna 
  Rurik 
  Somojez 
  Veche 
  Avalon 
  3 
  3 
  2 
  3 
  2 
  Castille 
  2 
  3 
  3 
  3 
  2 
  Crescent 
  2 
  2 
  2 
  1 
  2 
  Cymru 
  4 
  4 
  3 
  4 
  3 
  Eisen 
  3 
  2 
  2 
  2 
  3 
  High Eisen 
  3 
  3 
  3 
  3 
  3 
  Inis 
  4 
  4 
  3 
  4 
  3 
  Montaigne 
  3 
  2 
  3 
  3 
  3 
  Teodoran 
  2 
  2 
  1 
  1 
  2 
  Théan 
  3 
  4 
  4 
  3 
  3 
  Ussura 
  0 
  0 
  0 
  0 
  0 
  Vendel 
  2 
  2 
  2 
  2 
  3 
  Vodacce 
  2 
  2 
  3 
  2 
  2 
  Gallenia: This wild, foreign-sounding dialect is almost a 
  language unto itself. It emphasizes soft, lilting sounds and its 
  users speak with a clipped tone. Gallenia residents are considered 
  enigmatic and wise, owing to their proximity to Cathay. 
  Molhyna: This accent has developed among the plains and 
  steppes of far-eastern Ussura. It is guttural and sharp, and even 
  other Ussurans consider it a bit uncouth. Because of their 
  distance from other nations, Molhyna speakers are considered 
  near-savages: foreigners on the edge of the world. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 89 
  Rurik: This accent has developed in Ussura’s heart, home of 
  the Gaius and the meeting place of the Knias council. This is the 
  Ussuran accent described in the 7th Sea Players’ Guide. 
  Somojez: This accent reflects influences from Eisen and the 
  Crescent Empire, as well as northern Vodacce. Other Ussurans 
  consider residents of Somojez very cosmopolitan, and their 
  accent is similar to those of western nations. 
  Veche: Veche has traditionally housed refugees and cast-offs 
  from other areas in Ussura, brought there by war or the will of 
  Matushka. Its accent is soft and flowing, representing the 
  amalgamation of countless different speech patterns. Veche’s 
  frightening past has left its residents with a slightly sinister 
  reputation. The accent is considered a cause for slight unease in 
  the listener. 
  Vendel League Seat 
  Cost: 8 HP (5 HP if Vendel) 
  Every year, the Vendel League auctions off some of its League 
  Seats. These carry a high price, but they bring great wealth to the 
  people who hold them. You were able to secure one this year. 
  Effect: Your Reputation increases by 10 points and you gain an 
  income of 100G per week. The income and Reputation gained 
  from having a Vendel League Seat is lost when your seat goes up 
  for auction again in three years, but both can be regained by 
  winning a seat at that year’s auction. While you have your Seat, 
  you may cast a vote at the meetings of the League. 
  Vendel or Vesten Accent 
  Cost: 0 HP 
  Restrictions: Vendel or Vesten only 
  An accent is an identifying characteristic in the way a person 
  speaks that indicates he’s from a particular tribe. Only a Hero 
  fully proficient in a given language can identify accents; 
  Language Acquaintance and Pidgins are no help, and those who 
  are not Vestenmannavnjar or Vendel may never have either 
  accent. There are nine primary accents available to Vesten or 
  Vendel 
  characters: 
  Aarensfolk, 
  Bodilsfolk, 
  Enhedsfolk, 
  Handelsfolk, Jordsfolk, Larsfolk, Stjernasfolk, Tillitsfolk, and 
  Vendel. Heroes with one of these accents pay slightly different 
  costs to learn foreign languages. An explanation of each accent 
  follows the language chart, below. 
  Vendel/Vesten Language Table 
   
  Aarens 
  Bodils 
  Enheds 
  Handels 
  Jords 
  Avalon 
  2 
  1 
  1 
  1 
  0 
  Castille 
  3 
  2 
  3 
  2 
  3 
  Crescent 
  3 
  3 
  3 
  4 
  3 
  Cymru 
  3 
  2 
  2 
  2 
  1 
  Eisen 
  1 
  1 
  0 
  1 
  1 
  High Eisen 
  2 
  2 
  1 
  2 
  2 
  Inis 
  3 
  2 
  2 
  2 
  1 
  Montaigne 
  2 
  1 
  3 
  2 
  2 
  Teodoran 
  2 
  4 
  2 
  3 
  3 
  Théan 
  3 
  2 
  4 
  3 
  3 
  Ussura 
  1 
  3 
  1 
  2 
  1 
  Vendel 
  0 
  0 
  0 
  0 
  0 
  Vodacce 
  2 
  2 
  3 
  1 
  3 
   
   
  Lars 
  Stjernas 
  Tillits 
  Vendel 
  Avalon 
  1 
  2 
  1 
  1 
  Castille 
  2 
  3 
  3 
  2 
  Crescent 
  4 
  3 
  3 
  3 
  Cymru 
  2 
  3 
  2 
  2 
  Eisen 
  1 
  1 
  2 
  1 
  High Eisen 
  2 
  2 
  2 
  2 
  Inis 
  2 
  3 
  2 
  2 
  Montaigne 
  1 
  2 
  2 
  2 
  Teodoran 
  3 
  3 
  2 
  3 
   
  Lars 
  Stjernas 
  Tillits 
  Vendel 
  Théan 
  2 
  3 
  2 
  3 
  Ussura 
  3 
  1 
  2 
  2 
  Vendel 
  0 
  0 
  0 
  0 
  Vodacce 
  2 
  1 
  2 
  2 
  Aarensfolk: Aarensfolk’s accent is noticeable by the way they 
  pronounce the letter f as if it were v. 
  Bodilsfolk: The primary characteristics of the Bodilsfolk accent 
  are the rapid pace of the speech and the tendency to slur their 
  vowels. 
  Enhedsfolk: Enhedsfolk shorten their vowels and tend not to 
  pronounce the letter g when it appears at the end of a word. 
  Many of them travel to Eisen (especially Freiburg) in the hopes 
  of finding allies against the Vendel. 
  Handelsfolk: Somehow, Handelsfolk seem to be growling 
  softly as they speak. They emphasize the letters h, i., n, r, s, and v 
  in their pronunciation. 
  Jordsfolk: The Jordsfolk accent owes much to the Inish who 
  have aided the Vestenmannavnjar in their attacks on Vendel 
  ships. Many members of the Jordsfolk tribe now speak at least a 
  few phrases of Avalon. 
  Larsfolk: Members of the Larsfolk tribe speak with a nasal 
  intonation, raising the pitch of their voices and lengthening their 
  vowels. 
  Stjernasfolk: The accent of the Stjernasfolk people is typified 
  by their pronouncing th as if it were a d or a dh. For example, 
  instead of saying, “I’m thirty,” they would say, “I’m dirty”. 
  Tillitsfolk: The people of Tillitsfolk have preserved the ancient 
  pronunciation of the language. They do not soften their vowels 
  and emphasize the letters g, k, p, and t when they speak. 
  Vendel: The Vendel have softened the Vestenmannavnjar 
  language, making it sound more like Eisen than it had in the past. 
  This is the Vendel accent described in the 7th Seas Players’ 
  Guide. 
  Venerable 
  Cost: 6 HP 
  You’ve been around a while, and while you may not be the 
  spry maiden or strapping young man you were a few years back, 
  you’ve gained an insight into life that proves invaluable. 
  Effect: Gain +1 unkept die on either Wits or Resolve rolls ( 
  GM’s discretion), but you also lose –1 unkept die on all Finesse 
  rolls. 
  Vesten Bought-man 
  Cost: 7 HP (6 HP if Vesten) 
  You have hired a skilled Vesten warrior to guard you. He will 
  remain loyal to you as long as you do nothing to seriously upset 
  him. 
  Effect: His loyalty has been bought and his loyalty sworn, so he 
  will not betray you no matter how much money he is offered. 
  The Bought-man is considered a Henchman and should be built 
  as other Henchmen. The Bought-man receives a Vesten 
  Swordsman School (Halfdansson, Leegstra, or Siggursdottir) in 
  addition to the usual 75 HP a Henchman is built with. 
  Vodacce Accent 
  Cost: 0 HP 
  Restrictions: Vodacce only 
  An accent is an identifying characteristic or characteristics in 
  the way a person speaks indicating that he’s from a particular 
  area. Only a Hero fully proficient in the language can identify 
  accents. Language Acquaintance and Pidgins are no help, and 
  non-Vodacce may never have an accent There are four primary 
  
  PAGE 90 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  accents in Vodacce: Mantua, Teramo, Arenda Candide and 
  Island. In addition, there are the wandering peoples of the Cymbr 
  who have a distinct accent all their own. Vodacce Heroes with 
  one of these accents pay slightly different costs to learn foreign 
  languages. An explanation of each accent follows the language 
  chart below. 
  Vodacce Language Table 
   
  Island 
  Teramo 
  Mantua 
  Arenda 
  Cymbr 
  Avalon 
  2 
  3 
  1 
  2 
  3 
  Castille 
  1 
  1 
  2 
  2 
  2 
  Crescent 
  4 
  2 
  3 
  3 
  2 
  Cymru 
  3 
  4 
  2 
  3 
  4 
  Eisen 
  2 
  2 
  3 
  3 
  2 
  High Eisen 
  3 
  3 
  4 
  4 
  3 
  Inis 
  3 
  4 
  2 
  3 
  4 
  Montaigne 
  1 
  1 
  0 
  1 
  2 
  Teodoran 
  4 
  3 
  4 
  4 
  4 
  Théan 
  2 
  1 
  2 
  1 
  1 
  Ussura 
  3 
  2 
  3 
  3 
  3 
  Vendel 
  2 
  3 
  1 
  2 
  2 
  Vodacce 
  0 
  0 
  0 
  0 
  0 
  Mantua: Speakers with this accent hail from the region of 
  Vodacce, near Eisen and Ussura. Their speech is harsher and 
  shorter than most Vodacce residents, with clipped accents and 
  heightened consonants. Northern languages are easier for Mantua 
  citizens to learn, and they are considered fairly cosmopolitan for 
  mainlanders. 
  Teramo: Teramo has always belonged to the Gallili and their 
  descendants the Bernoullis. Its proximity to the Crescent Empire 
  has given locals a soft, lilting voice with emphasis on the vowels. 
  Because of their proximity to the Crescents, Teramo residents are 
  considered strange and exotic; their accent is often construed as 
  mysterious or romantic. 
  Arenda Candide: The heart of mainland Vodacce has changed 
  hands countless times since the fall of Numa. Its people consider 
  themselves “true Vodacce,” though other areas consider them 
  somewhat backwards. Arenda Candide accents are pronounced 
  and excitable, and supposedly the mark of a rural upbringing. 
  Island: This accent has developed on the Princes’ islands amid 
  the cosmopolitan culture of the great cities. This is the Vodacce 
  accent described in the 7th Sea Players’ Guide. 
  Cymbr: This distinct accent marks the wandering communities 
  of the Cymbr. They hail from a wide variety of sources, and their 
  speech patterns echo a mixture of Eisen, Crescent and traditional 
  Vodacce sources. Strangely, they have retained a great deal of the 
  original Théan in their speech, and find the formal language easy 
  to learn. The Cymbr dialect has a rhythm all its own and even 
  non-Vodacce can identify its distinctive pattern. 
  Vodacce Valet 
  Cost: 6 HP (5 HP if Vodacce) 
  You have a Vodacce valet in your employ at the start of the 
  game. Besides his normal servant’s duties, he is skilled in the 
  Vodacce Great Game, and can conduct covert activities at your 
  request. 
  Effect: The Valet is considered a Henchman and should be built 
  as other Henchmen are. He receives Rank 3 in all Criminal 
  Knacks in addition to the normal 75 HP a Henchman is built 
  with. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 91 
  FLAWS 
  Heroic characters are not perfect. However, just because a 
  character has a minor mental or physical flaw it doesn’t make 
  him or her any less heroic. The Flaws listed below are neither 
  backgrounds –i.e. events in the Heroes past—nor Hubrises, 
  though they are intended to fit in with and complement these. 
  In addition these flaws give back the player a number of Hero 
  Points, but this should not be the driving factor for players to 
  select them. 
  Heroes may have up to 5 Hero Points worth of Flaws, chosen 
  from those listed below. For each point spent on a Flaw, you get 
  1 HP back for your character to use during Hero Creation. In 
  summary, choose up to 5 points of Flaws, and add that amount of 
  HP to your total to spend on creating your character. 
  Allergy 
  Cost: 1-3 HP 
  The character has an unfortunate allergic reaction to some 
  substance or another, such as caffeine. 
  Effect: The more common the allergy, or the more severe the 
  reaction is, the greater the cost. 
  Example: The character could be allergic to wine and gain 2 HP, 
  or have an allergy to caffeine at 1 HP or even a linen allergy at 
  3 HP. Or perhaps a strong allergic reaction to wine for 3 HP. Or a 
  life-threatening reaction to caffeine for 3 HP. 
  Try to avoid obviously silly substances like salt or distilled 
  goats milk. 
  Animal Animosity 
  Cost: 2 HP 
  Dogs always bark and growl at you, horses shy away and may 
  even kick out at you, and it always seems to happen at the most 
  awkward moment. 
  Effect: Choose a particular type of animal—e.g. Dog, Horse, 
  Hawk—which for some reason your character always seems to 
  get on the wrong side of. 
  Branded 
  Cost: 3 HP 
  At some point in your past—perhaps linked to a Background—
  you have been Branded by some authority. Perhaps it is by the 
  Church as an Adulterer, or maybe you were tortured by the 
  Inquisition? Even the Musketeers might have scarred you for 
  crimes past. Whatever the reason, the character bears the 
  physical signs of some past infidelity he has committed. 
  Effect: If anyone sees this Brand and understands what it means 
  then the Hero suffers a -2 unkept dice penalty to any Social rolls 
  involving that individual. 
  Cursed 
  Cost: 4 HP 
  Restrictions: If you have the Unbound Advantage, you cannot 
  choose this Flaw. 
  Your character has been Cursed by a Fate Witch at some point 
  in his past. 
  Effect: You must chose which strand the Curse relates to; Coins, 
  Cups, Staves or Swords. This works in exactly the same way as 
  if the Hero has been cursed during game play, though the number 
  of Curse Dice the player receives is always 2 (Ouch!). 
  Dependant 
  Cost: 4 HP 
  Your Hero begins the game with a dependant, this may be in 
  the form of a spouse, or perhaps a child. It may even be that you 
  have to look after your influential uncle’s spoilt child. Whoever 
  it is though is a burden on your time and resources. 
  Consequentially you must spend time with them or suffer the 
  effects. 
  Effect: The Dependant costs approximately 100 Guilders per 
  month to support and also commands a fair portion of your 
  attention. Children can’t look after themselves, and a poor, old 
  and infirm husband may well die if neglected for even a couple 
  of days. 
  One-eyed 
  Cost: 5 HP 
  The character has lost an eye during his past, whether through 
  an accident, or perhaps it was inflicted as a warning or 
  punishment. 
  Effect: The Hero now has serious problems with noticing things 
  out of plain sight, and with depth perception. They lose a Kept 
  die from all Perception checks, and when using any ranged 
  weapons, i.e. thrown knife, pistol, bow, musket, etc., he gets a -5 
  Short and -10 Long range penalty. 
  Phobia 
  Cost: 1-3 HP 
  The Hero has, for some reason, gained a phobia of an object or 
  situation. 
  Effect: You may chose what your character is afraid of. It could 
  be as simple as heights, or as obscure as string. In general the 
  more impact upon the character’s activities the Phobia may have, 
  then the higher the point cost. Again the severity should also be 
  reflected in the cost of this Flaw. 
  Poor Education 
  Cost: 5 HP 
  For whatever reason your Hero failed to learn all that he or she 
  may have done. Maybe their family was too poor, or they were a 
  bad student, then again the teacher could have taken a disliking 
  to the Hero. This has left gaps in the finer points of their 
  knowledge and has such it’s hard for them to advance further. 
  Effect: When raising Civil Knacks, the cost is as if the Knack 
  was one Rank higher. 
  Example: Improving a Knack from Rank 2 to 3 would normally 
  cost 6 XP, but for a Hero with a Poor Education, it would cost 
  8 XP. 
  Ugly 
  Cost: 4 HP 
  The Hero is downright ugly. It’s not that he doesn’t wash or has 
  an unfortunate scar, he’s just foul of appearance, especially to the 
  opposite sex. 
  Effect: You lose one unkept die on all Social rolls, and two 
  unkept dice on Seduction attempts. This is in addition to the 
  constant harassment the character is sure to receive from others. 
  
  PAGE 92 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  BACKGROUNDS 
  Backgrounds cost from 1-3 HP. The more HP you put into the 
  Background, the more dangerous the Background will be. If it 
  becomes the focus (or significantly integrated) into a story, you 
  receive double the HP cost in XP at the end of that adventure. 
  Note: If you take the Foul Weather Jack Advantage, you will 
  choose one of these for a 4 HP Background. 
  Acolyte Vows 
  You are seeking a position in the Vaticine Church, or another 
  religious order. This may be an honor you have waited your 
  entire life to undertake, or a curse forced upon you by a familial 
  or social obligation. Regardless, you are held to all the key 
  tenets, values, and disciplines of the faith, and are observed by 
  your superiors, who will judge your progress. 
  Effect: The number of HP you put into this Background 
  determines the complexity and severity of the vows you have 
  taken (the Vaticine faith is a 2 HP Background), as well as the 
  power and influence of the person or persons observing you. 
  Amnesia 
  You aren’t quite sure who you are or why you happen to be 
  here, but you are pretty sure that somebody does. After all, they 
  wouldn’t be trying to kill you if they didn’t, right? The Amnesia 
  Background doesn’t limit any of your Traits, Skills or Knacks, 
  but it does prevent you from remembering anything from your 
  past. All the people you left behind are still out there, waiting for 
  you to return… someday. 
  Effect: The number of HP you invest in Amnesia determines 
  how many dangers linger in that smoky past of yours, just 
  waiting for the moment for you to let your guard down, so they 
  can put a bullet in that cloudy brain of yours. 
  Animal Animosity 
  Restrictions: Supernatural animals, such as Drachen and 
  griffons, cannot be chosen for this Background; if you earn their 
  enmity, you’ll typically be dead within a month. 
  At some point, you did something to anger a very important 
  member of one animal species. Now every member of this 
  species is hostile to you. 
  Effect: If you know Pyeryem sorcery, under no circumstances 
  can you try to obtain the spirit skin of a member of this species. 
  The number of HP you invest in this Background determines the 
  threat posed by the animal and its frequency. 1 HP animals 
  include small, harmless creatures such as rabbits, songbirds, and 
  mice. 2 HP animals include larger beasts with certain undesirable 
  attributes, such as snakes and owls. 3 HP animals include the 
  largest and most fearsome fauna, such as wolves and bears. 
  Assassin 
  A political rival has hired an assassin to kill you. There’s 
  nothing personal about it—you simply represent a threat to his 
  power base and must be eliminated. 
  Effect: The number of HP you put into this Background 
  determines how skilled the assassin is, how soon he will strike, 
  and whether or not your rival will hire another if the first fails. 
  Betrothed 
  Your parents have arranged for you to marry another Vodacce. 
  You probably don’t know this person very well, and might not 
  have even have met him or her. The marriage represents a 
  political alliance or a payment of goods, nothing more. While 
  you are not expected to love your betrothed (and can pursue 
  other romances if you’re a man), you must follow the tenets of 
  marriage and fulfill your expected duties to the best of your 
  ability. 
  Effect: The number of HP you put into this Background 
  determines how convenient the marriage is, whether or not it 
  comes when you’re ready, or how personable your future spouse 
  is. The more points you spend, the less pleasant the marriage is 
  likely to be. 
  Bloodsworn 
  Restrictions: Vesten only 
  You have sworn a sacred oath to do something. You must now 
  either succeed or die trying. 
  Effect: The number of HP spent on this Background indicates 
  how difficult it will be to accomplish your task. Consult with the 
  Game Master to determine what you have sworn to do. 
  Code of Honor 
  Restrictions: Vodacce only 
  The Vodacce take honor very seriously (despite what others 
  may say), and many would rather die than violate their code of 
  ethics. 
  Effect: For each point in this Background, choose a rule from the 
  “Vodacce Honor” section below, which you can’t break. The GM 
  may dock you a Drama Die if you violate this rule during the 
  game. Consequently, if you follow the rule even when it hurts 
  you in an adventure, the GM should grant you an additional XP 
  or two. 
  Vodacce Honor 
  The Vodacce honor system is quite complex, balanced between 
  the tenets of virtú and the realities of the Great Game (see the 
  Vodacce sourcebook). It can be boiled down to a few basic rules, 
  however, rules which every Vodacce knows by heart. While not 
  all Vodacce follow these rules, all understand them, and noble 
  Vodacce try their best to fulfill its edicts. 
  1. Never harm a child. Children are innocents and do not 
  understand the Great Game. Therefore, they are immune to 
  its rules. 
  2. Similarly, never harm a mother or an expectant mother. They 
  must raise tomorrow’s leaders. 
  3. The Vaticine Church is sacrosanct. Never do anything to 
  harm it or damage its institutions. 
  4. Always meet a man’s eyes unless he is clearly your superior. 
  To do otherwise is an indication of cowardice. 
  5. Once you draw your sword, it must taste blood before it can 
  be sheathed again. 
  6. Always repay your debts; a man who cannot return favors has 
  no honor. Similarly, always collect what others owe you; a 
  man who cannot collect his debts has no strength. 
  7. Family loyalty is more important than anything. An insult to 
  a member of your family is an insult to you. 
  8. Never refuse a challenge. Cowardice achieves nothing. 
  Contentious Theory 
  Restrictions: You must have the Published Advantage to take 
  this Background. 
  You have seen a deep secret of Theus’ puzzle, a hint of things 
  for which man has not yet found the words. You gathered your 
  thoughts, researched your insight, put words to paper to describe 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 93 
  this powerful vision of the Truth. Then you published. Obviously 
  other souls weren’t ready for the Truth yet. They mocked your 
  efforts, scorned your sources, and debated fine points of 
  semantics until no one could hope to understand what you had 
  discovered. But you’ll show them. You’ll show them all! 
  Effect: The more HP spent on this Background, the more widely 
  distributed your work or the more bitter the opposition. It is up to 
  you and the GM to decide whether your position is in fact the 
  correct one. Staunchly defending a false or poorly conceived 
  position has as many dramatic opportunities as championing a 
  new truth. 
  Crisis of Faith 
  You used to be faithfully religious, but the horrors you have 
  seen and endured have left you doubting your beliefs. Currently, 
  you have yet to decide whether you will abandon your beliefs or 
  return to the flock. 
  Effect: The number of HP in this Background determines how 
  important religion used to be to you, and how conflicted you 
  currently are. 
  Cursed 
  It could be something as simple as the inability to sustain 
  serious relationships or something as complex as being doomed 
  to live forever, until you fall in love. The victim may know every 
  detail of the curse, or just that the same weird things happen to 
  him over and over again. He may believe in the curse and think 
  his fate unavoidable, or strive each time to prevent the inevitable 
  from happening. Regardless, with the purchase of this 
  Background, your curse is real, tangible, and inescapable (for 
  now, anyway). 
  The Vodacce Fate Witches are a common origin for curses, but 
  there are a slew of other options, from angry mistresses to 
  vengeful lords, or even one-eyed vagrants. With every curse, 
  three things need to be decided. First and second: what causes 
  the effect (the trigger), and what, exactly, that effect is. The third 
  is what can be done to end the curse—its penance (which may or 
  may not be chosen exclusively by the GM, as both he and the 
  player agree upon; some find it more intriguing to roleplay the 
  discovery of a penance instead of simply working toward it). 
  Curses are almost always specific, and tailored as mentioned 
  above. 
  Effect: The number of HP spent in this Background determine 
  the regularity of the curse’s trigger, and how severe its effect is. 
  1 HP could result in simple social curses (e.g., “You will never 
  be entirely happy in love” or “You will always be second-best at 
  everything”), or forecasts of minor events. 2 HP is a little worse 
  (e.g., “You will betray the one you love the most”), and 3 HP is 
  life-threatening or extremely severe (e.g., “Everyone you touch 
  will die a painful death”). Penance rarely figures into the point 
  value of a Curse. 
  Debt 
  Being poor isn’t good enough for you? How about indebting 
  yourself to someone who has a lot of power and very little 
  patience? The Debt Background puts you in liability with 
  someone who’d have just as much fun breaking your legs as 
  collecting his money. 
  Effect: The number of HP you spend on this Background 
  influences how much money you owe, the power of the person 
  (or persons) you are indebted to, and how diligent he is about 
  collecting his money. 
  Defeated 
  At some point in the past, you were defeated, decisively and 
  ignominiously, and you have lived with the shame of that 
  moment ever since. Now you long to excel beyond that haunting 
  memory, placing yourself in similar positions every day, hoping 
  that your improved skill will prevail this time. Of course, this 
  unfortunately places you in hazardous situations in which you 
  must fight both history and your own inner demons. 
  Effect: Your HP investment in this Background determines the 
  level of the ongoing challenge and your need to see it outlived. 
  Dispossessed 
  Someone has taken away your home and your lands. Perhaps 
  the Montaigne are occupying it? Perhaps Eisen soldiers are 
  squatting on it? Whatever the case, you want it back. 
  Effect: The number of HP you put into this Background 
  determines how dangerous the thieves are, and how impressive 
  your holdings are. Until you recover your holdings, room and 
  board are no longer free, and you must pay half of your monthly 
  income towards food and rent. 
  Dracheneisen Heir 
  Restrictions: Noble Eisen only 
  You are the next in line to inherit a Dracheneisen item in your 
  family. It could be a breastplate, a sword, or even a pistol. 
  Whatever it is, it’s part of your birthright, but you’ve got to wait 
  until the relative who currently has it either dies or decides to 
  pass it on to you. 
  Effect: The number of HP you put into this Background reflects 
  the Dracheneisen point cost of the item (1 HP = 2 Dracheneisen 
  points, 2 HP = 4 Dracheneisen points, 3 HP = 6 Dracheneisen 
  points). You receive XP for this Background whenever the Story 
  centers around the relative in question, and these XP all go 
  towards the cost of the Dracheneisen item (see the Dracheneisen 
  Advantage). When you’ve accumulated XP equal to three times 
  the item’s cost, you receive the item and lose this Background. 
  Exiled 
  You used to have a place you called home. Something 
  happened, and you were forbidden to return upon pain of death. 
  You must pick a nation when you take this Background—if 
  you’re ever caught there by someone who recognizes and doesn’t 
  like you, you’ll be summarily executed. 
  Effect: The number of HP you put into this Background 
  determines how well known your Hero’s offense is, and how 
  hard it will be to get the sentence lifted. 
  Fear 
  Deep down where you live and breathe, you are terrified of 
  something—the dark, open spaces, people, even magic. 
  Effect: Whatever the cause, the result is always the same—every 
  Round you are in its presence, either: 
  1. Lose a number of Actions that Round equal to the HP 
  invested in this Background, or; 
  2. Retain all your Actions, but all of them must be used toward 
  escaping the cause or defending yourself (i.e., no other 
  efforts, including attacks, are possible with them). 
  Gadjo 
  Restrictions: Non-Fhideli Ussuran only 
  You have interacted with the Tibesti and had an unfavorable 
  result. They now have an exceedingly poor opinion of you, and 
  the feeling is presumably mutual. 
  
  PAGE 94 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Effect: Several factors may have contributed to it, and the 
  severity ranges from being considered an insensitive Gadjo 
  (1 HP), to a dishonest abusive Gadjo who takes advantage of 
  others’ prejudices (2 HP), to a Gadjo who has actively tried to 
  harm some Tibesti (3 HP). 
  Hated Relative 
  Restrictions: Vendel or Vesten only 
  You have a cousin who stands on the opposite side of the 
  Vendel/Vesten schism. The two of you have long since given up 
  trying to make each other see the light, and now feud with each 
  other. 
  Effect: The number of HP spent on this Background indicates 
  how powerful and dangerous he or she is. 
  Hunted 
  For some reason or another, someone wants you. They don’t 
  want your wealth or influence or anything like that, they just 
  want you. Maybe you’re an outlaw on the run from the law, or 
  perhaps you skipped out on an extravagant wedding your parents 
  set up for you. You’re running from something, which wouldn’t 
  be so bad, if only they weren’t so diligent about finding you and 
  bringing you back. 
  Effect: The number of HP you invest in this Background 
  indicates just how diligently they’re hunting you and what sort of 
  resources they are willing to put toward bringing you back. 
  Hunting 
  You’ve lost something. Something very important. Perhaps it’s 
  a Syrneth artifact, passed down through the generations, that 
  you’ve let slip through your hands. Maybe it’s a bride who 
  skipped out on your wedding. Maybe it’s a man running from 
  justice whom you’ve sworn you will hunt to the ends of the 
  world. 
  Effect: The number of HP you invest in this Background 
  determines how important it is you reach your objective, or just 
  how dangerous (or determined) the person or thing you’re 
  hunting may be. 
  Loan 
  You have made a loan to someone, and they have not only 
  defaulted, they have disappeared with the money. You need to 
  get your money back, with interest. 
  Effect: The number of HP you spend on this Background 
  indicates how much money you lent and how dangerous it will 
  be to get it back. 
  Lorenzo 
  Restrictions: Vodacce only 
  You can trace your lineage back to the infamous Lorenzo 
  family: brutal sadists who shocked even the jaded Vodacce. 
  While you don’t necessarily exhibit any of their characteristics, 
  your reputation could be damaged beyond repair if knowledge of 
  the connection came out. 
  Effect: The number of HP you spend on this Background 
  determines how strong the connection is, and how much it could 
  damage you if your enemies learn of it. 
  Lost Love 
  She used to be the light of your life, and now she’s with your 
  family’s nemesis, wearing his ring on her left hand. He used to 
  be the one you’d walk through the Abyss for, and now he’s with 
  her, that plotting and scheming shrew who ruined your family’s 
  name and reputation. 
  Lost Love is a dangerous Background, for it strikes at the heart 
  of a Hero. You were once in love—perhaps you even thought it 
  was true—and now it’s gone. But that’s not the worst of it. Your 
  one true love is now your enemy, a situation that would be easy 
  to rectify if only you weren’t still in love with him. 
  Effect: The number of HP you invest in this Background 
  determines just how influential your new enemy is, and how 
  much of that influence he’s willing to devote to your ruin. 
  Lost Relative 
  Years ago, one of your close relatives disappeared or was 
  kidnapped. Up until then, you had a very close relationship with 
  them, and the event was so traumatic that you’ve dedicated your 
  life to finding them once again. 
  Effect: The number of HP you put into this Background 
  determines how hard it will be to find your lost relative, and how 
  strongly they will react (either positively or negatively) to you 
  when you finally succeed. 
  Mistaken Identity 
  No matter how many times you try to tell them, they just don’t 
  listen to you. They’re convinced you’re the man they want, and 
  you don’t know how to convince them they’re wrong. They think 
  you know things you don’t. They think you’ve got something 
  you don’t. Or maybe they want something, and they won’t tell 
  you what it is. Maybe they’ll only be convinced when they’ve 
  tortured you to death. 
  Effect: The number of HP you invest in this Background 
  determines how mistaken your identity is. 
  Moment of Awe 
  Once, you saw something so beautiful—so moving—that 
  you’ve spent your life trying to go back and see it again. Perhaps 
  it was the 7th Sea, a beautiful woman on an uncharted island, or 
  a dark and handsome stranger who breezed through your life one 
  evening. Maybe it was even a golden city sparkling in the 
  distance. Whatever it was, the everyday world has held less 
  allure for you ever since. 
  Effect: The number of HP you put into this Background 
  determines how hard it will be to recreate that moment of awe, 
  and how much of an impact (either positive or negative) the 
  event will have on your life when you finally resolve it. 
  Nemesis 
  There’s someone out there who’s got a name on the top of a 
  list, and that name is yours. You crossed him, and from that day 
  forward, he’s made it a point to thwart your efforts, to meddle in 
  your affairs. Killing you isn’t his objective; he only wants to 
  make your life a mess. Of course, maintaining his own life takes 
  precedence over meddling with yours, but whenever he gets the 
  opportunity, he’ll make sure you’re squirming on the end of a 
  hook. 
  Effect: The number of HP you put into this Background 
  determines how often your enemy shows his hand or how much 
  power he has to devote to your discomfort. 
  Obligation 
  You owe someone something. Perhaps he saved your life or 
  helped you out in the past. Now you must repay the favor. Or 
  maybe, in a moment of drunken weakness, you blurted out your 
  devotion to his cause. Regardless, you must fulfill your promise 
  or suffer the consequences (in this case, the Background either 
  becomes a Nemesis or you lose Reputation, per your GM). 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 95 
  Effect: HP spent on this Background determine both how 
  difficult it will be to fulfill, and how powerful or influential the 
  person trying to collect is. 
  On The Streets 
  You’ve lost your home for some reason. Maybe it burned 
  down, maybe it was taken from you, or maybe you’ve lived on 
  the streets your entire life. In any event, you must pay for your 
  living expenses (food and shelter) unlike most Heroes. 
  Effect: The number of HP you invest in this Background 
  determines how hard it is for you to find a place to live. The 
  more HP you invest, the more you enjoy your roving lifestyle. 
  Orphaned 
  You were separated from your family, possibly in the War of 
  the Cross . You don’t know where they are now, or even if any of 
  them are still alive, but their faces fill your dreams, and you’ll 
  never be happy until you find out what happened to them. 
  Effect: The number of HP you invest in this Background 
  determines how difficult it will be to find your family, and how 
  scattered they’ve become. 
  Pressed into Service 
  Restrictions: This Background can only be taken with the GM’s 
  permission. 
  You’ve been carried off by pirates. Right now, you’re chained 
  to an oar below decks, or serving the Captain unwillingly and 
  waiting your chance to mutiny or jump ship. In a worst case 
  scenario, you could even be serving aboard the Crimson Roger. 
  Effect: The number of HP you put into this Background 
  determines how hard it will be for you to escape or mutiny, and 
  how dangerous the attempt will be. 
  Ridiculed 
  When you first went to court, one of the wits there made you 
  his “special project” and humiliated you in front of the courtiers. 
  Now every time you appear, he makes sure that you are the butt 
  of his every joke. 
  Effect: The more HP you invest in this Background, the wittier 
  and more powerful your tormentor is. 
  Rivalry 
  He isn’t your enemy. In fact, he could be your best friend. 
  Whoever he is, he’s in direct competition for something that’s 
  very important to you. He could be a rival suitor for your true 
  love’s hand, he could be competing with you to get that position 
  in the Lightning Guard, or he could just be a fellow duelist who’s 
  a touch better than you. He doesn’t have to be your enemy, but 
  after this many years of competition, how many rivalries stay 
  friendly? 
  Effect: The number of HP you invest in this Background 
  determines how intense the rivalry is. 
  Romance 
  After many months of flirting, poetry and moonlit walks 
  through the park, you’ve finally won the affections of a beautiful 
  maiden or a handsome young man. Or so you think. It takes a 
  great deal of effort to keep the fires of romance burning. If you 
  neglect the hearth for even a short while, the fire can die. And 
  neglecting your lover may cost you this Background and give 
  you another… 
  The Romance Background is more than just wooing pretty 
  maidens and handsome pirates. It also involves protecting your 
  love from scheming rivals, defending her honor, and coming to 
  her aid when her own skills aren’t enough to keep her out of 
  trouble. 
  Effect: The number of HP you invest in Romance determines 
  how often your lover needs your assistance, how demanding he 
  or she is, and how many rivals you have for your love’s 
  affections. 
  Sidhe Lover 
  Restrictions: Avalon only 
  You’ve found yourself a lover among the Seelie. At first it was 
  a simple dalliance, but a connection has grown between the two 
  of you and his cold Sidhe heart is beginning to thaw. Now the 
  trouble begins. The two of you must keep your romance a secret; 
  the Queen doesn’t appreciate one of her own slumming with 
  mortals. Worse, many Sidhe set unusual strictures upon their 
  romances, such as never looking at them in the light or never 
  entering a certain room. Contravening their demands is asking 
  for trouble, yet somehow their lovers always do so eventually. 
  And eventually, the consequences of your romance will make 
  themselves known. 
  Effect: The number of HP you invest in this Background 
  determines how difficult it is to conceal your romance, and your 
  lover. 
  Traitor 
  You had a moment of weakness. It could happen to anyone, 
  right? The money was just too tempting. Of course, now they’ve 
  got their hooks in you, and if anyone ever finds out about your 
  betrayal, you’re a dead man. 
  Effect: The number of HP you put into this Background 
  determines the power of the people you betrayed, as well as how 
  likely you are to be blackmailed by the people you helped. On 
  the bright side, each HP in this Background grants you an extra 
  +500 Guilders starting money. Now, hopefully you’ll get a 
  chance to spend it. 
  Treasure Map 
  Hero Creation: More than one Hero may invest HP in the same 
  Background. 
  It doesn’t matter where you got the map—perhaps you bought 
  it from an old fortune teller, or it was handed down to you from 
  your father—but it definitely leads to something. Several Heroes 
  could all take this Background and have pieces of the same map. 
  Effect: If you want, you can pay –1 HP less for this Background 
  (minimum of 1 HP) in order for a Villain to have part of the map. 
  The number of HP you put into this Background determines how 
  dangerous the map will be to follow, and how big a reward 
  awaits you at the end. 
  True Identity 
  Whether you know it or not, you are actually someone else. 
  You have left your true identity behind for the image you have 
  created as a Hero. Who you were and why you left can be 
  anything—you might have been the son of a murdered noble, 
  now hiding among the masses from assassins, or you might have 
  been a tortured Church scholar who devised something that you 
  feel is too dangerous to ever see creation. You can never return to 
  your former life—you have become the Hero—and you must 
  always strive to keep your true identity a secret from the world at 
  large. Good luck. 
  Effect: HP spent in this Background determine how important 
  your former life was, if anyone seeks you as that person, and if 
  so how powerful they are. 
  
  PAGE 96 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Vendetta 
  Don’t call it revenge. Revenge is for suckers. Don’t call it 
  justice, because that’s too forgiving. This is something altogether 
  different. You owe somebody big time, and killing isn’t enough. 
  No, killing is merciful compared to what you have in mind. You 
  have to hurt him, and hurt him, and hurt him. When you’re done, 
  Legion may be waiting for you, but you don’t care. When they 
  see what you’ve done to him, they’ll welcome you with open 
  arms. 
  Effect: The number of HP you put into this Background 
  determines the power and influence of your target, and perhaps 
  even how aware he is that you’re coming for him… or how 
  prepared. 
  Vow 
  A man’s word is his honor, and his honor is his life. At least, 
  that’s what they taught you at the military academy. You believe 
  in keeping your word, and you’ve made a promise to someone 
  (perhaps even yourself) that you will not break… even if it costs 
  you your life. 
  Effect: The number of HP invested in this Background 
  determines how difficult the vow is to keep, or the magnitude of 
  the obstacles deterring you. 
  Waisen Dependent 
  Restrictions: Eisen only 
  One of your relatives or a lover had the light in their eyes 
  snuffed out. Something so terrible happened to them that they 
  retreated completely inside their mind, leaving a blank stare and 
  a shuffling body behind. You are responsible for their care and 
  well-being. However, Waisen are unpredictable—sometimes 
  they will wander off looking for something only they can see, or 
  stand near a painting and idly pick flakes off of it. Still, you hope 
  that someday you’ll be able to restore their mind. Until then, or 
  until you give up on them, you’ve got to keep them alive. 
  Effect: The number of HP you invest in this Background 
  determines how close you were to the person before they became 
  Waisen, and how far they’ve retreated into themselves. 
  Wanted 
  There is a price on your head. Bounty hunters, lawmen and 
  Heroes alike are all on the lookout for your face—which is 
  plastered up in every city. 
  Effect: The number of HP you put into this Background 
  determines how much the authorities are willing to pay for your 
  head: 1,000 Guilders per HP you’ve invested. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 97 
  ARCANA 
  The Arcana available to you may be limited by the results of 
  your Hero’s Destiny Spread (see the Destiny Spread section of 
  this Compendium for more details). Each Arcana is matched 
  against one of the Major Arcana cards on a Tarot deck. 
  You can take only one Arcana—either a Hubris or a Virtue. 
  Taking a Hubris costs you –10 HP (that is, it gives you an extra 
  10 HP at Hero Creation). Taking a Virtue costs you 10 HP. 
  Virtues 
  These cost your character 10 HP, and you may “activate” them 
  at any time by spending a Drama Die. Unlike a Hubris, the GM 
  cannot counter your Virtue—you have, after all, paid a huge HP 
  cost for it! 
  Adaptable 
  [Death] You react to changing situations with lightning-quick 
  mental reflexes. When someone leaps off of a balcony at you, 
  you calmly step aside. When scything blades whip out of the 
  floor and attempt to cleave you in two, you retain the presence of 
  mind to dive out of the way. 
  Effect: You may activate your Virtue in order to cancel the 
  effects of Surprise. This Virtue applies only to you; no others can 
  benefit from it. 
  Altruistic 
  [Hanged Man] You are always willing to help other people. In 
  fact, you’re more comfortable lending aid to someone else than 
  working towards your own ends. 
  Effect: You may activate your Virtue in order to reroll a failed 
  test that you attempted in order to help someone else. You may 
  do this only once for any particular test. 
  Comforting 
  [Empress] Other people are comfortable near you. You have a 
  way of making them feel safe. Even though there’s a hideous 
  monster barreling down on the group, as long as you stay calm, 
  your example will set the tone for the rest of the group. 
  Effect: You may activate your Virtue to cancel the effects of one 
  level of Fear on your party, including yourself until the end of 
  the Scene. You may do this as many times as you like. 
  Commanding 
  [Imperator] You exude confidence and composure. This has a 
  tendency to unnerve your opponents, since they feel that you 
  must know something they don’t. 
  Effect: You may activate your Virtue to gain a Fear Rating of 1 
  for one Scene. Your GM has rules for Fear in his Guide. 
  Courageous 
  [Strength] Although there are some beasts on Théah that rouse 
  supernatural horror in the hearts of men, you are immune to their 
  powers, which makes you particularly dangerous to them. When 
  a monster becomes used to people fleeing in terror from its 
  presence, a hero who stands and fights makes it unsure of its 
  power, wondering if it might be the prey instead of the predator 
  this time around. 
  Effect: You may activate your Virtue in order to reflect the 
  effects of Fear back on one of your opponents. That is to say, the 
  creature’s Fear level affects itself instead of you. The rest of your 
  party is still affected by the creature’s Fear level. 
  Creative 
  [Hierophant] You are prone to sudden flashes of inspiration. 
  You might notice that there are the same number of wall frescoes 
  as there are knobs on a mysterious artifact, which could well 
  cause you to deduce that each of the frescoes contains a clue as 
  to what each knob should be set to. 
  Effect: You may activate your Virtue in order to get an idea from 
  the GM. You tell the GM—in general terms—what it is that has 
  you stumped, and he must give you an idea to help you solve the 
  problem. This may take the form of a hint or further (though 
  commonly easier) puzzle. 
  Exemplary 
  [Justice] You lead by example. You are very good at showing 
  others how to imitate your movements and at getting them to 
  coordinate their efforts with you. 
  Effect: You may activate your Virtue to allow the rest of your 
  group to use one of your Knack Ranks during a shared activity, 
  such as sneaking through the forest. This is good for only one 
  test. 
  Focused 
  [Hermit] You can concentrate all of your energy on a single 
  task. Your world narrows until only the thing you are working on 
  remains. This allows you to accomplish a great deal, using 
  limited resources. 
  Effect: You may activate your Virtue to transfer one Rank in any 
  of your Traits to any other of your Traits for the duration of the 
  Scene (for example, a Resolve 4 and Brawn 2 could become a 
  Resolve 3 and Brawn 3). You may exceed your normal 
  maximum Trait Rank with this Virtue. This transfer expires at the 
  end of the Scene, and cannot be canceled prematurely. This 
  Virtue may be used only once per Scene. 
  Fortunate 
  [Fortune] Those little annoying quirks of misfortune that haunt 
  other people seem to always overlook you. Horses don’t run 
  underneath low branches when you’re riding them, and you 
  never fall into the water when making an easy leap aboard ship. 
  Effect: You may activate your Virtue to reroll any failed roll 
  whose TN is 20 or less. However, you may do this only once for 
  any given roll: your luck is good, but sometimes even the 
  luckiest people have a bad day. 
  Friendly 
  [Sun] You make friends easily and have an easygoing 
  personality that endears you to most people. As a result, friends 
  are constantly popping up just when you need help out of a tricky 
  situation. 
  Effect: This Virtue costs 2 Drama Dice to activate, and grants 
  you a Connection at some point within this Scene. The GM 
  determines whether the Connection is an Ally, Informant, or 
  Confidant, under what circumstances the Connection is met, and 
  whether or not the Connection lasts after the Story ends. 
  Insightful 
  [Judgment] You understand human nature. You can quickly 
  determine the defining characteristic of another person’s 
  
  PAGE 98 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  personality. This is often useful in ferreting out weaknesses or 
  gaining forewarning of an enemy’s strengths. 
  Effect: You may activate your Virtue in order to determine which 
  Arcana (if any) another Hero or NPC possesses. In addition, if 
  you determine that a Villain has a Wile (as opposed to a Flaw), 
  then you can spend dice to try to cancel that Wile, much as you 
  might to prevent your Hubris from being activated. 
  Inspirational 
  [Star] Being around you spurs other people to greater 
  achievements. You are always encouraging others and helping 
  them to find that little bit of potential within themselves that 
  they’ve always overlooked. 
  Effect: You may activate your Virtue in order to add one Kept 
  die to any other Hero’s Action. He can still spend Drama Dice in 
  addition, if he so wishes. 
  Intuitive 
  [High Priestess] Somehow, you seem to know things that you 
  shouldn’t. Random bits of information mesh inside your mind, 
  leading you to conclusions others would never have guessed. 
  This gut feeling doesn’t always give you the answer you’re 
  looking for, but it seems consistently to lead you in the right 
  direction. 
  Effect: This Virtue costs nothing to activate, but may only be 
  activated by your GM. Whenever he does so, he will give you a 
  hint or piece of information that leads the party back on track. At 
  the end of the gaming session, you will receive 2 extra 
  Experience Points, minus one for each time your GM had to 
  activate your Virtue for you. Any time your GM wants to 
  activate your Virtue, you may veto him in order to save the XP If 
  your Virtue is activated more than twice over the course of an 
  evening, you can lose XP from the total amount you receive for 
  the adventure. 
  Passionate 
  [Lovers] You are at your best when swinging down to rescue a 
  loved one from a grisly death on the rocks below. At those 
  moments everything comes into focus for you and you surpass 
  your normal limitations, pulling off amazing feats of skill and 
  heroism. 
  Effect: You may activate your Virtue in order to double the 
  number of Kept dice you get for any one Action with which you 
  are directly saving the life of a loved one or friend. 
  Perceptive 
  [Moon] Your eyes are drawn to details. You notice the slight 
  guttering of torches next to secret passages, and the hostile stares 
  that ladies direct at the man you’re talking with. These 
  observations are second nature to you, and you rarely overlook 
  important clues. 
  Effect: You may activate your Virtue in order to succeed 
  automatically at any Perception check. 
  Perspicacious 
  [Legion] In order to fight evil, you have to understand it, and 
  you do. You may not like it, but you can put yourself in the 
  Villain’s shoes and understand him. 
  Effect: You may activate your Virtue in order to predict what a 
  Villain or Henchman’s very next Action is going to be. Once the 
  GM has told you what the Action is, he cannot change his mind 
  based on your actions. 
  Propitious 
  [Fool] Things come together for you just as the right moment. 
  You get thrown into prison on the eve of the big breakout, aging 
  timbers in the floor decide to give out right before the villain can 
  finish you off, and every deathtrap you get thrown into has a 
  convenient method of escape built into it. 
  Effect: You may activate your Virtue in order to call for a lucky 
  escape from the current Scene. This will extract you and your 
  entire party from your current predicament. Every time you use 
  this Virtue, you gain one fewer Drama Die at the beginning of 
  every future Story, so use it only as a last resort. 
  Self-controlled 
  [Temperance] The verbal slings and arrows hurled by others 
  roll off your back. You see through seduction attempts and laugh 
  them away. And of course, nobody ever intimidates you. 
  Effect: You may activate your Virtue to cause any use of the 
  Repartee system against you automatically to fail. 
  Uncanny 
  [Tower] Some people think that you have a little bit of sorcery 
  in your blood, while others just think that you have sharp eyes 
  and keen ears. The truth is, you’ve always had feelings that you 
  don’t quite understand. You just know that they mean trouble is 
  coming, and coming quick. 
  Effect: At any time, you can spend a Drama Die to activate your 
  Virtue. The next time your GM is about to spring an awful 
  surprise on you, he has to give you some warning just before he 
  does so. Once you’ve received one warning, you have to spend 
  another die if you want to reactivate this Virtue. 
  Victorious 
  [Chariot] You are the darling of the gods of War. Somehow, 
  when it seems like you are doomed to fall in battle, you can 
  summon up incredible reserves of strength to strike your 
  opponent down, if only you can get through his defenses. 
  Effect: You may activate your Virtue after you hit your 
  opponent, but before you roll for Damage. Do not roll for 
  Damage; you automatically score a Dramatic Wound. 
  Willful 
  [Magician] Simply put, there is nothing in this world that can 
  keep you from your goals. Nothing. 
  Effect: You may activate your Virtue in order to prevent NPCs 
  from using Drama Dice when they are facing you in direct 
  combat until the end of the Scene. 
  Worldly 
  [Terra] You’ve been around, you’ve seen things, and you’ve 
  got more than your share of know-how. 
  Effect: Spend a Drama Die to activate your Virtue. When you 
  do, until the end of the Scene, you have one Rank in any Knack 
  in which you do not currently have a Rank. 
  Hubrises 
  Apart from Flaws, these are the only “negative” characteristics 
  your Hero can gain. However, Flaws can often be overcome, 
  through experience, time or money; your Hubris can never be 
  overcome. It is with you for life. Roleplaying them gives you 
  Drama Dice—however a GM can “activate” your Hubris at any 
  time of his choosing by spending a Drama Die of his own, 
  thereby forcing you to act in character. You can counter his 
  Drama Die with a Drama Die of your own, but be warned—the 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 99 
  GM normally has more Drama Dice than you, and you’ll likely 
  need those dice for the next encounter! 
  Ambitious 
  [Magician] You crave power. Money is nice, but being in 
  charge of other people is your favorite thing. You are likely to be 
  brought down by attempting a risky grab for power and failing. 
  Effect: The GM can activate your Hubris in order to get you to 
  chase after power, even if the deal you’re getting is risky. 
  Arrogant 
  [Tower] You firmly believe that you are better than anyone 
  else. Your ideas are the best, your clothes are the most stylish, 
  and you have to let everyone else know how much better you 
  are. 
  Effect: The GM can activate your Hubris in order to get you to 
  show contempt or disdain for someone else. 
  Cowardly 
  [Strength] You have a strong sense of self-preservation. You 
  often hesitate to put yourself at risk, even if there’s a good reason 
  to do so. 
  Effect: Whenever you’re about to do something dangerous, such 
  as swing across a spiked pit on a fraying rope, your GM can 
  activate your Hubris in order to talk you out of putting yourself 
  in danger. 
  Envious 
  [Temperance] Everyone else seems to have it better than you. 
  They have more money, better toys, and prettier wives. You tend 
  to get envious over the smallest things. 
  Effect: Your GM can activate your Hubris in order to get you to 
  covet something belonging to someone else. You should attempt 
  to get it for yourself 
  Greedy 
  [Terra] Money makes your eyes light up with joy. The more, 
  the merrier, as long as it spends. 
  Effect: Whenever you’re divvying up shares of the loot, being 
  offered a hefty bribe, or catching wind of some fabulous treasure, 
  your GM can activate your Hubris to convince you to grub for as 
  much money as possible. 
  Hedonistic 
  [High Priestess] You love a good time. You party too much, 
  drink too much, and eat too much. You have trouble resisting an 
  invitation to join someone in a drink and sometimes shirk your 
  duty if offered a more enjoyable time elsewhere. 
  Effect: The GM can activate your Hubris in order to get you to 
  relax your guard and have a good time. 
  Hot-headed 
  [Imperator] You have a chip on your shoulder. A big one. Your 
  fuse is short, and you’re ready to get in a scuffle at the slightest 
  hint of an insult. 
  Effect: Your GM can activate your Hubris to get you to fly off 
  the handle and lose your temper. 
  Inattentive 
  [Moon] Your mind has a habit of drifting off at inopportune 
  moments. It flits from one thought to the next so fast that you 
  have trouble getting it to concentrate on the here and now. 
  Effect: Your GM can activate your Hubris to cause you to fail a 
  Perception check automatically, or to give you a -2 unkept dice 
  penalty to any Surprise check. 
  Indecisive 
  [Hanged Man] You have been known to hesitate when faced 
  with difficult choices or split-second decisions. If forced to 
  choose between letting a Villain escape and rescuing a loved one 
  from being lowered into a snake pit, you’re likely to agonize 
  over the situation until something—perhaps a cry for help from 
  your sweetheart—forces your hand. 
  Effect: Your GM may activate your Hubris during time-sensitive 
  moments in the game to force you to discard one Action die from 
  your Initiative Pool. 
  Judgmental 
  [Justice] You form opinions quickly and change them very 
  slowly. You also have a tendency to judge people on their 
  appearance. A man dressed as a pirate, no matter how 
  gentlemanly, is a scoundrel and a dog as far as you’re concerned. 
  A man covered in mud is a peasant, and a woman wearing 
  revealing clothing is a prostitute. 
  Effect: Your GM can activate your Hubris in order to get you to 
  jump to conclusions and form an unsubstantiated opinion of 
  someone you’ve just met. 
  Lecherous 
  [Empress] You have a lusty nature and a tendency to pursue the 
  pleasures of the flesh. A pretty woman or a handsome man 
  (however your tastes run) is an almost irresistible temptation to 
  you. 
  Effect: Your GM can activate your Hubris in order to convince 
  you to give in to temptation. 
  Loyal 
  [Legion] You find it very, very difficult to abandon a friend, 
  even if it’s only to run and get help for them. As for leaving a 
  fallen comrade behind to die—forget it. 
  Effect: Your GM can activate your Hubris in order to get you to 
  go back for (or stay with) a fallen comrade, or to prevent you 
  from betraying an employer. 
  Misfortunate 
  [Fortune] Lucky breaks are something that happen to other 
  people. Your luck isn’t terrible; you wouldn’t have survived as 
  long as you have if it were. It just isn’t very good. Look at it this 
  way: if you need some blind luck to get you out of a sticky 
  situation, expect to be sticking around for a while. 
  Effect: Your GM can activate your Hubris to cause you to reroll 
  a successful test whose TN was 25 or higher. Your GM can only 
  do this once to any given test. 
  Overconfident 
  [Chariot] Nothing is beyond your capabilities. If you wanted, 
  you could defeat the best swordsmen in all of Théah; you just 
  haven’t had any reason to do so yet. And surely that chasm isn’t 
  too wide for you to leap across. 
  Effect: Your GM can activate your Hubris in order to squash any 
  doubts you may have had about your own capabilities. 
  Overzealous 
  [Hermit] You are incapable of having a weak opinion. 
  Everything you believe, you believe as if your life depended on 
  it. Everything you don’t believe in, you hate with a passion. 
  
  PAGE 100 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Effect: Your GM can activate your Hubris in order to get you to 
  strongly defend one of your opinions, no matter how 
  inappropriate the time and place. 
  Proud 
  [Sun] You don’t like accepting help from others. If a gift or 
  offer of aid smacks of charity or pity even the slightest bit, you 
  grow indignant and refuse it. 
  Effect: Your GM can activate your Hubris in order to get you to 
  refuse an offer of aid. 
  Rash 
  [Fool] You have the urge to go and look when you hear a 
  strange noise downstairs in the middle of the night. It’s not that 
  you’re stupid, it’s just that sometimes that little voice that says, 
  “What would happen if I…” gets too loud to ignore. 
  Effect: Your GM may activate your Hubris to force you to 
  investigate something unusual, even if it looks like it might be 
  dangerous. 
  Reckless 
  [Death] You lack the emotion of fear. Unfortunately, it is often 
  an important cue that keeps men from doing foolhardy things. 
  Sure, you don’t flinch at the sight of even the most hideous 
  monster, but neither do you feel the need to run away when 
  outclassed. 
  Effect: Your GM can activate your Hubris in order to get you to 
  ignore any nagging feelings of worry or hesitation you may have 
  when confronted with a potentially dangerous environment. 
  Righteous 
  [Judgment] The end justifies the means. You are willing to 
  perform morally repugnant actions in order to achieve noble 
  goals. Unfortunately, this can alienate those people who might 
  support your cause if you didn’t use such heavy-handed methods. 
  Effect: Your GM can activate your Hubris in order to dispel any 
  doubts you might have about the moral justifiability of your 
  actions. 
  Star-crossed 
  [Lovers] You keep falling in love with the wrong people. 
  You’re the common soldier who falls in love with the king’s 
  daughter at first sight, or the Hero who falls for the Villain’s 
  daughter without knowing who she is. 
  Effect: Your GM can activate your Hubris in order to shoot you 
  with Cupid’s arrow yet again. 
  Stubborn 
  [Star] You don’t change your mind very often, if at all. Once 
  you’ve decided on a course of action, you follow through no 
  matter what. Attempts to convince you that you’re wrong roll off 
  your back with no effect. 
  Effect: Your GM can activate your Hubris in order to prevent 
  you from changing your mind. 
  Trusting 
  [Hierophant] You don’t like to believe that other people are 
  capable of misleading and lying to you. After all, people are 
  basically good, right? 
  Effect: Your GM can activate your Hubris in order to quell any 
  doubts you may have about another person. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 101 
  SWORDSMAN SCHOOLS 
  Benefits 
  Every Hero who pays for a Swordsman School gets the 
  following benefits: 
  • 1 free Rank in the Basic Knacks for the Skills listed under the 
  School’s Basic Curriculum 
  • 1 free Rank in all four Swordsman Knacks 
  • Unless stated otherwise, the Membership: Swordsman’s 
  Guild Advantage for free 
  Format 
  Every School is listed with the same format, as follows: 
  School Name: This is the name of the School. 
  Country of Origin: The nation the School originates from. If it 
  is not your Hero’s Country of Origin, then you must pay 35 HP 
  instead of the normal 25 HP in order to attend the School. If you 
  attend a Swordsman School outside of your home nation, you 
  automatically gain the appropriate Language Advantage for the 
  School’s Country of Origin for free as part of the 35 HP 
  expenditure. Some Schools are restricted in other ways, such as 
  those requiring Membership in a Secret Society. Some Schools 
  may have a different HP cost again, in which case it will be 
  noted here. 
  Restrictions: Any special prerequisites are noted here. 
  Description: A brief description, telling you a little bit about the 
  history and character of the School, as well as the School’s style, 
  strengths and a description of the weaknesses in the School’s 
  style (see Exploit Weakness below). 
  Membership: Does the School give you the Membership: 
  Swordsman’s Guild Advantage for free? If not, then any 
  alternative bonus is listed here. 
  Basic Curriculum: These are the Skills the Swordsman has 
  access to as part of his training. Apart from the 1 free Rank in the 
  Basic Knacks for these Skills, other Ranks must be purchased 
  using HP. Basic Knacks cost 1 HP per Rank to increase, while 
  Advanced Knacks cost 3 HP per Rank. Heroes cannot start with 
  a Rank higher than 3 in any Knack. 
  Swordsman Knacks: Attending a Swordsman School is the only 
  way to learn Swordsman Knacks. Swordsmen are very proud of 
  their Schools and do not just give away their most valuable 
  secrets. Swordsman Knacks are considered Martial Advanced 
  Knacks, and you must purchase them just as you would purchase 
  any other Advanced Knacks at 3 HP per Rank. 
  Apprentice, Journeyman, Master Techniques: Each School 
  has three Techniques. Your Swordsman starts with the 
  Apprentice Technique. You gain the Journeyman Technique 
  when all of your Swordsman Knacks reach Rank 4. You gain the 
  Master Technique when all of your Swordsman Knacks reach 
  Rank 5. 
  Mastery Level: When Mastery Level is referred to, the 
  following conversion to a number of dice should be used: 
  Apprentice = 1 die, Journeyman = 2 dice, Master = 3 dice. 
  Exploit Weakness 
  All of the Schools have one Advanced Knack in common: the 
  Exploit Weakness Knack. Once you have attended a School, you 
  have not only learned its strengths, but its weaknesses as well. 
  Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain +1 Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of +1 Rank per Act 
  (not Scene) and a maximum of +1 Rank per Swordsman 
  defeated. These Ranks must be paid for with Experience Points 
  that the character possesses at the time of the duel and must be 
  spent immediately after the encounter, or the opportunity to gain 
  the Rank is lost. 
  Avalon 
  Donovan 
  Country of Origin: Avalon 
  The most popular fighting style taught in Avalon is Donovan. 
  This style is somewhat old-fashioned, using a buckler and 
  smallsword instead of the more modern rapier and main gauche. 
  The smallsword has a thicker blade and possesses a sharp edge, 
  unlike most rapiers. 
  This style teaches a wide variety of slashes and thrusts, which 
  tends to confuse those trained to fight against thrusts almost 
  exclusively. Donovan also teaches his best students how to use 
  their blade’s edge to its best advantage, and how to perform a 
  lightning-fast thrust. 
  The primary weakness in the Donovan style is that the more 
  elaborate slashes require a moment of tensing and leave a brief 
  hole in the defenses that another student of Donovan can predict 
  and exploit. 
  Membership: Yes 
  Basic Curriculum: Buckler, Fencing 
  Swordsman Knacks 
  Bind (Buckler): A Bind is only usable against an opponent’s 
  fencing weapon. It locks your sword (or buckler, or panzerhand) 
  and his sword together. To use this attack, you declare that you 
  are attempting to Bind your opponent’s weapon, and then roll to 
  attack using this Knack. If successful, you have momentarily 
  bound his sword. While the two of you are in the Bind, neither of 
  you can use your bound item. 
  To try to break your hold, your opponent spends an Action die, 
  and then makes a Contested roll: opponent’s Brawn+Parry (in the 
  weapon you have bound) versus your Brawn+Bind. If he wins, 
  the hold is broken; otherwise it holds fast. You, on the other 
  hand, may spend Action dice to improve your hold. Each Action 
  die you spend gives you a Free Raise from now on when your 
  opponent tries to break your hold. If your opponent wishes, he 
  may simply release his weapon, but that will leave it in your 
  hands. 
  Disarm (Fencing): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Riposte (Fencing): A Riposte is a parry followed up 
  immediately with a counterattack. You first attempt an Active 
  Defense against the incoming Attack, and then, if the Active 
  Defense is successful, make an attack of your own on the person 
  
  PAGE 102 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  who just attacked you. When performing a Riposte, you receive 
  half the dice from your Parry Knack (round down) for your 
  Active Defense, and half the dice from your Attack Knack 
  (round down) for your counterattack. For every Rank in Riposte, 
  you may add one unkept die to either the Active Defense attempt 
  or the counterattack. These dice are added after you’ve halved 
  the appropriate Knacks. 
  Example: If Guiseppe has Attack (Fencing) 4, Parry (Fencing) 3, 
  and Riposte 3, then he would round his Attack Knack down to 2 
  and his Parry Knack down to 1, and then he would have three 
  unkept dice to add to either of them. Thus, he might add two dice 
  to Parry and one die to Attack for a total Rank of 3 in each 
  Knack. 
  Exploit Weakness (Donovan): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Learning the Donovan style negates the 
  off-hand penalty when using a buckler, and grants one Free Raise 
  when using the buckler. 
  Journeyman Technique: Donovan teaches its students to take 
  the offensive even when defending themselves. There is a 
  particular move known as Donovan’s Twist that allows a 
  journeyman to rake the edge of his smallsword’s blade across his 
  opponent’s hand while performing a parry. In game terms, when 
  you successfully use Parry (Fencing) as an Active Defense, you 
  deal 1k1 damage to your opponent, +1 additional unkept die for 
  every full 5 points your exceed your opponent’s attack roll by. 
  Your Brawn does not add to this damage. 
  Example: If your Active Defense roll was 17 higher than your 
  opponent’s attack roll, you would inflict 4k1 damage on your 
  opponent. 
  Master Technique: Edwards’ Thrust was taught to Donovan by 
  his master, the late Jacob Edwards. The technique is performed 
  by first acclimating an opponent to parrying slashes over and 
  over again, and then suddenly rushing in with a deceptively 
  quick thrust. When using this technique, you may use an 
  Interrupt Action to attack once per Round. 
  Finnegan 
  Country of Origin: Avalon (Inismore) 
  Roary Finnegan is the undisputed bareknuckle champion of 
  Inismore. Just ask him. Or anyone he’s beaten down. That’s a lot 
  of askin’. In recent years he’s begun teaching his unique style of 
  pugilism to anyone who’s interested, and who can afford his high 
  tuition fees. 
  Finnegan developed a style of fighting that was radically 
  different from conventional fisticuff styles. Instead of putting all 
  his weight on his heels, Finnegan shifted his weight to the balls 
  of his feet. Instead of using a linear movement, Finnegan moved 
  in circles. Instead of relying on quick jabs, Finnegan used side-
  steps, uppercuts, roundhouses, and body blows. 
  The primary weakness of the Finnegan style is a tendency to 
  hang back and observe the opponent. An aggressive enemy can 
  press the attack and keep the student on the run and off balance. 
  Membership: Unlike other Swordsman Schools, Finnegan 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Pugilism, Wrestling 
  Swordsman Knacks 
  Bob ‘n’ Weave: This Knack teaches you how to move in circles, 
  always ducking to the opponent’s weak side (left for right-
  handers, right for left-handers). When an opponent misses you 
  (because of Active or Passive Defense), you may lower your 
  next Action die by one for every Rank you have in this Knack, 
  but not to less than the current Phase number. 
  Corps-á-corps: Corps-á-corps is the art of close, or body against 
  body, fencing. You declare that you are using this Knack instead 
  of another attack Knack. If your Corps-á-corps roll is successful, 
  you inflict a 0k1 bare-handed attack and your opponent then falls 
  down and becomes prone. 
  Disarm (Bare-handed): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Exploit Weakness (Finnegan): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Students of the Finnegan style of 
  fighting learn how to punch hard. Real hard. Your barehanded 
  attacks inflict 0k2 rather than 0k1. 
  Journeyman Technique: Those who study under Finnegan must 
  be prepared to suffer endless bruises and broken bones, which 
  toughens them up considerably, enhancing their ability to shrug 
  off a wound. Whenever you fail a Wound Check, divide the 
  amount you failed by in half (rounding down) before suffering 
  any additional Dramatic Wounds. 
  Master Technique: Plain and simple: you fight better with a few 
  pints in your belly. Masters of the Finnegan style of fighting 
  reverse the penalties imposed by the Inebriation rules (see 
  below) for purposes of Attack and Damage rolls, as well as 
  Wound Checks and Active Defense attempts. Masters never pass 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 103 
  out from drink. And even Able Drinkers may still use these 
  bonuses! 
  Inebriation Rules 
  Make a Brawn test against a TN of 10 x the number of drinks 
  you’ve had this Scene. For every failure, consult the table below 
  (failures are cumulative). Characters with the Able Drinker 
  Advantage ignore these rules. 
  Effects of Inebriation Table 
  # Failures Effect 
  1 
  Slight speech impediment. 
  2 
  -1 unkept die to rolls until end of Scene. 
  3 
  -2 unkept dice to all rolls. Drops to –1 next Scene. 
  4+ 
  Pass out for remainder of Scene. If you wake up, you’re at 
  -3 unkept dice to all rolls (the number goes down by –1 
  every Scene until it reaches zero). 
  Goodfellow 
  Country of Origin: Avalon 
  Robin Goodfellow first taught his band of robbers how to use 
  the longbow. For years the secret was confined to a few dozen 
  men, but eventually Robin started teaching all comers. Students 
  learned to build special bows and fire arrows at an amazing rate. 
  Eventually, these students became some of the most nimble 
  archers in the world, arcing their fire over long distances, and 
  even knocking weapons out of the hands of others. 
  Goodfellow represents the very height of Skill with the 
  longbow. Masters of the style pull off feats that would be 
  impossible for lesser archers. 
  The main weakness of the Goodfellow style is the pause just 
  before the loosing of each shot. An enemy can take advantage of 
  the pause to snap of a shot of his own, or to attempt to get out of 
  the way of the archer’s shot. 
  Membership: Unlike other Swordsman Schools, Goodfellow 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Archer, Hunter 
  Swordsman Knacks 
  Arc (Bow): Students of this Knack spend months learning the 
  fine art of arcing a shot from a missile weapon to hit distant 
  targets. For each Rank in this Knack, increase the Range of the 
  missile weapon by five yards. 
  Disarm (Bow): This Knack uses the bow to entangle your 
  opponents melee weapon and Disarm him. You can only use this 
  Knack after an opponent has just missed your Passive Defense. 
  Spend an Action die to make a Contested roll of your 
  Brawn+Disarm versus his Brawn+Attack (in the weapon he is 
  wielding). If you win, the weapon is knocked out of his hand. If 
  you choose to perform this move with two Raises, you wind up 
  holding his weapon. 
  Tagging (Bow): Tagging is a particularly flashy piece of 
  showing off with your weapons, designed to temporarily 
  dishearten your enemy. This could be anything from cutting off a 
  lock of his hair to carving your initials in his shirt. You must use 
  this Knack instead of your Attack Knack for your Attack roll. If 
  you successfully hit, the attack causes no damage, but you can 
  cause one of two things to happen. Either your target loses a 
  Drama Die until the end of the battle (after which it returns), or 
  you can gain a Drama Die yourself until the end of the battle 
  (after which it disappears, if unspent). These Drama Dice never 
  become Experience Points, even if the battle was the last thing to 
  happen in the Story. 
  Exploit Weakness (Goodfellow): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: One of the first lessons learned by 
  students of the Goodfellow School is how to build their bow. The 
  bow a student builds allows him to add his Brawn to all Damage 
  rolls made with the bow, as though it were a melee weapon. 
  Journeyman Technique: Once they’ve mastered aiming and 
  firing the bow, students pick up their loading speed. At the 
  journeyman Rank, Goodfellow students can spend one Action to 
  make two Attacks. Both attacks have a –2 unkept dice penalty to 
  their Attack roll. 
  Master Technique: When they reach this Rank, the archers gain 
  a +1 bonus to their Finesse for free. This also raises the 
  maximum Rank their finesse can be raised to by +1. Thus, a 
  Master of Goodfellow can raise his Finesse to 6 (or even 7, with 
  the Legendary Trait Advantage). 
  Inish Fancy (O’cutty) 
  Country of Origin: Avalon 
  Restrictions: Inismore only 
  Inish Fancy is a Swordsman School based on the Donovan 
  fencing school. It is a no-holds-barred, anything-to-win kind of 
  school. It was developed by an Inish pirate captain named 
  O’cutty and uses a pistol in the off hand and the sharp edge of a 
  slashing weapon, often found in Donovan. The pistol, once 
  discharged, can be re-holstered or dropped and a new gun 
  quickly drawn. Practitioners often carry braces of firearms, 
  pistols with bladed ends, sword-pistols or other such toys. 
  Swordsmen of Inish Fancy tend to not only be brutal, but the 
  rest of the Swordsman Schools frown heavily on the use of a 
  pistol. Not only does the use of a pistol go against the martial 
  style of using a gentlemanly fencing blade, but also the O'cutty 
  swordsmen often get in close and lock up or bind their 
  opponent's sword, then the pistol is fired at point blank range, 
  thus ending a fine duel in an unseemly manner. Whilst not 
  gentlemanly, the school is very effective. 
  The major weakness of the Inish Fancy style is the fact that 
  most of the swordsmen move in close before discharging their 
  firearm. One could move back or knock the firearm aside just 
  before the shot goes off, ruining it. Guns fire only once and when 
  the fencer is out, he will usually draw another weapon to parry, 
  or use the gun itself. He also relies heavy on basic slashing 
  moves after this. 
  
  PAGE 104 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Membership: Unlike other Swordsman Schools, Inish Fancy 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Fencing, Firearms 
  Swordsman Knacks 
  Bind (Fencing): A Bind is only usable against an opponent’s 
  fencing weapon. It locks your sword (or buckler, or panzerhand) 
  and his sword together. To use this attack, you declare that you 
  are attempting to Bind your opponent’s weapon, and then roll to 
  attack using this Knack. If successful, you have momentarily 
  bound his sword. While the two of you are in the Bind, neither of 
  you can use your bound item. 
  To try to break your hold, your opponent spends an Action die, 
  and then makes a Contested roll: opponent’s Brawn+Parry (in the 
  weapon you have bound) versus your Brawn+Bind. If he wins, 
  the hold is broken; otherwise it holds fast. You, on the other 
  hand, may spend Action dice to improve your hold. Each Action 
  die you spend gives you a Free Raise from now on when your 
  opponent tries to break your hold. If your opponent wishes, he 
  may simply release his weapon, but that will leave it in your 
  hands. 
  Corps-á-corps: Corps-á-corps is the art of close, or body against 
  body, fencing. You declare that you are using this Knack instead 
  of another attack Knack. If your Corps-á-corps roll is successful, 
  you inflict a 0k1 bare-handed attack and your opponent then falls 
  down and becomes prone. 
  Riposte (Fencing): A Riposte is a parry followed up 
  immediately with a counterattack. You first attempt an Active 
  Defense against the incoming Attack, and then, if the Active 
  Defense is successful, make an attack of your own on the person 
  who just attacked you. When performing a Riposte, you receive 
  half the dice from your Parry Knack (round down) for your 
  Active Defense, and half the dice from your Attack Knack 
  (round down) for your counterattack. For every Rank in Riposte, 
  you may add one unkept die to either the Active Defense attempt 
  or the counterattack. These dice are added after you’ve halved 
  the appropriate Knacks. 
  Example: If Guiseppe has Attack (Fencing) 4, Parry (Fencing) 3, 
  and Riposte 3, then he would round his Attack Knack down to 2 
  and his Parry Knack down to 1, and then he would have three 
  unkept dice to add to either of them. Thus, he might add two dice 
  to Parry and one die to Attack for a total Rank of 3 in each 
  Knack. 
  Exploit Weakness (Inish Fancy): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Learning the Inish Fancy style allows 
  the Swordsman to draw and fire a pistol with one Action. In 
  addition he may negate the penalty for using a pistol in his off-
  hand. 
  Journeyman Technique: Training in the integration of firearms 
  and blades is finalized at the Journeyman level. Maneuvers that 
  the opponent will expect to come from a blade will instead come 
  from a gun. O'cutty teaches his students to meld the firearm and 
  blade into singular fluid attacks and parries. First, the 
  Swordsman is allowed to make the Attack from a successful use 
  of his Riposte Knack using his pistol. Substitute Attack 
  (Firearms) for Attack (Fencing) in this case. Secondly, the 
  penalty from Called Shots at Short Range becomes equal to 
  5 × Mastery Level—so either 10 or 15. 
  Master Technique: The Swordsman knows how to follow up a 
  good strike with a shot to the head in the brief moment that the 
  opponent is off-guard. If he declares Raises on an Attack 
  (Fencing) roll and hits, the next attack must be made with a 
  pistol. If this Attack hits the intended target, he rolls and Keeps 
  an additional 1k1 Damage for every two Raises made on his 
  initial Attack (Fencing) roll, to a maximum of an extra 3k3 
  (equivalent to six Raises). 
  MacDonald 
  Country of Origin: Avalon (Highland Marches) 
  The MacDonalds are some of the fiercest warriors in the 
  highland Marches. Their enormous claymores strike fear into 
  their opponents. A single blow from a skilled MacDonald can cut 
  a man in half. 
  The MacDonald style is wild and unpredictable. The clansmen 
  have a reputation for ignoring their own defense, preferring to 
  use such a devastating offense that their enemies have no time to 
  even consider an offense of their own. 
  The main weakness of the MacDonald style is its lack of 
  finesse. Its students prefer to brute-force their way through a 
  fight, and an agile, clever opponent can slowly wear them 
  down—as long as he presents the Highlander with no openings. 
  A single blow can kill, however, and all a MacDonald 
  Swordsman needs is one opening. 
  Membership: Yes 
  Basic Curriculum: Athlete, Heavy Weapon 
  Swordsman Knacks 
  Beat (Heavy Weapon): When attacking an enemy, you can 
  declare a Beat, in an attempt to knock your opponent’s weapon 
  aside and put him off-balance. You roll Finesse+Beat, and must 
  roll a number of Raises equal to your enemy’s Brawn in order for 
  your Beat to be successful. If you are successful, he cannot avoid 
  the attack using any Active Defense. 
  Lunge (Heavy Weapon): A Lunge is an aggressive attack that 
  leaves your defense open for a moment. When you declare a 
  Lunge, use this Knack to attack. You roll two extra unkept 
  Damage dice if your attack is successful. However, your TN to 
  be Hit drops to 5 for this Phase, and you may not use any form of 
  Active Defense for the rest of this Phase. 
  Pommel Strike: Pommel Strike is used to smash the hilt of your 
  weapon into your target’s face. You declare that you are using 
  this Knack instead of the Attack Knack. If your attack gets 
  through, you inflict a 0k2 attack, and your opponent’s TN to be 
  Hit is reduced to 5 until the end of the next Phase. 
  Exploit Weakness (MacDonald): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 105 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Students of the MacDonald style may 
  ignore the claymore’s –1 unkept die penalty to their Attack roll. 
  Journeyman Technique: The ferocious sword swings of the 
  Highlanders are as wild as they are deadly. Before you roll to hit, 
  you may set aside any number f your Attack roll dice instead of 
  rolling them If your strike is successful, you may add those dice 
  to your Damage roll as unkept dice. 
  Master Technique: Masters of the Macdonald style have learned 
  to put their whole body into their swings. Thus, you roll and 
  Keep +1 extra die when making Damage rolls with a claymore 
  (making it 5k3 without Brawn modifiers). 
  Castille 
  Aldana 
  Country of Origin: Castille 
  Aldana is the fighting style of choice of Castillians. It is one of 
  the few fighting styles on Théah that forgoes the use of the off-
  hand. Instead, the off-hand is tucked behind the duelist’s back 
  and he presents his side to his opponent, narrowing the choice of 
  targets that can be struck at. The Aldana style is designed for use 
  with fencing weapons. 
  Aldana combines word fighting with dancing to produce an 
  elusive, unpredictable series of movements. The duelist silently 
  counts time in his head, mentally playing the song that he is 
  “dancing” to. This allows him to make unpredictable moves 
  along with the rhythm of the song, which is unknown to his 
  opponent. These movements make him harder to hit and 
  disorient his opponent, causing deadly hesitations. Most 
  impressive of all, Masters of Aldana can work themselves into a 
  trance in which their entire being is focused entirely on the fight 
  at hand. In this way, they surpass the Skills of most fencers. 
  The one problem with the Aldana style of fighting is the song’s 
  chorus. A duelist familiar with Aldana knows how to watch for 
  the chorus, and strikes while the student of Aldana is briefly 
  predictable. 
  Membership: Yes 
  Basic Curriculum: Courtier, Fencing 
  Swordsman Knacks 
  Feint (Fencing): When attacking an enemy, you can declare a 
  Feint. Roll Finesse+Feint; you must roll a number of Raises 
  equal to your enemy’s Wits. If you manage this, he cannot avoid 
  the attack using any Active Defense. 
  Riposte (Fencing): A Riposte is a parry followed up 
  immediately with a counterattack. You first attempt an Active 
  Defense against the incoming Attack, and then, if the Active 
  Defense is successful, make an attack of your own on the person 
  who just attacked you. When performing a Riposte, you receive 
  half the dice from your Parry Knack (round down) for your 
  Active Defense, and half the dice from your Attack Knack 
  (round down) for your counterattack. For every Rank in Riposte, 
  you may add one unkept die to either the Active Defense attempt 
  or the counterattack. These dice are added after you’ve halved 
  the appropriate Knacks. 
  Example: If Guiseppe has Attack (Fencing) 4, Parry (Fencing) 3, 
  and Riposte 3, then he would round his Attack Knack down to 2 
  and his Parry Knack down to 1, and then he would have three 
  unkept dice to add to either of them. Thus, he might add two dice 
  to Parry and one die to Attack for a total Rank of 3 in each 
  Knack. 
  Tagging (Fencing): Tagging is a particularly flashy piece of 
  showing off with your weapons, designed to temporarily 
  dishearten your enemy. This could be anything from cutting off a 
  lock of his hair to carving your initials in his shirt. You must use 
  this Knack instead of your Attack Knack for your Attack roll. If 
  you successfully hit, the attack causes no damage, but you can 
  cause one of two things to happen. Either your target loses a 
  Drama Die until the end of the battle (after which it returns), or 
  you can gain a Drama Die yourself until the end of the battle 
  (after which it disappears, if unspent). These Drama Dice never 
  become Experience Points, even if the battle was the last thing to 
  happen in the Story. 
  Exploit Weakness (Aldana): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: The Aldana Apprentice is renowned for 
  his lightning-fast reflexes and aggressive fighting style. You may 
  roll +1 unkept die for Initiative for each Mastery Level you have 
  in Aldana. 
  Journeyman 
  Technique: 
  The 
  Journeyman’s 
  weaving, 
  disorienting style of movement makes him difficult to hit. Add 
  +5 to your TN to be Hit. 
  Master Technique: Masters of Aldana enter a trance where they 
  are focused entirely on the duel at hand. At the start of such 
  Rounds, you receive a number of “Focus Dice” equal to your 
  Wits Trait. These are unkept dice that may be added to any 
  Attack rolls or Active Defense actions during the Round, but 
  their use must be declared before the roll is made and they are 
  gone once used, until the next Round. 
  Carlucci 
  Country of Origin: Castille 
  Founded by Enzo Carlucci, a Swordsman of unorthodox 
  outlook and unquestionable honor, the Carlucci School of 
  
  PAGE 106 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Swordsmanship is famed for its rigorous and disciplined physical 
  regimen, as well as the fact that its students fight with a rapier in 
  each hand. It is also a very physical school, stressing constant 
  motion, and vigorous action, students using the terrain to their 
  best advantage. 
  The Carlucci School demands honorable conduct, and is also 
  one of the few schools that specifically teaches its advanced 
  students how to fight multiple opponents, drawing upon Enzo's 
  military experience in the War of the Cross. While some Carlucci 
  students bear two rapiers at their hips at all times, this is 
  considered somewhat gauche, and lacking in subtlety. Truly 
  skilled Carlucci Swordsmen carry but one rapier, and quickly 
  disarm an opponent to equip themselves with a second weapon. 
  Defeating an opponent with their own sword is the epitome of 
  Carlucci prowess. 
  If any flaws can be directed at the Carlucci School, it is their 
  strict adherence to honor in a nation where honor often bows out 
  to practicality, and the fact that they become overly reliant on the 
  greater reach their paired rapiers provide, so an opponent moving 
  in extremely close can often undermine their abilities. 
  Membership: Yes 
  Basic Curriculum: Athlete, Fencing 
  Swordsman Knacks 
  Disarm (Cloak): You can only use this Knack after an opponent 
  has just missed your Passive Defense. Spend an Action die to 
  make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Double Parry (Fencing/Fencing): A Double Parry is a parry 
  with two blades (usually two rapiers). You may declare that you 
  are using this Knack instead of an ordinary Parry as an Active 
  Defense. Success grants one free Drama Die, which can be used 
  for a number of Phases equal to your Double Parry Rank. In any 
  event, if you do not use the Drama Die by the end of the Round, 
  you lose it. 
  Multiple Opponents (Fencing): When facing two or more 
  opponents, you may make two Attacks, two Parries, or a Parry 
  and an Attack, per Action die spent, providing no more than one 
  of the actions is directed at a single opponent. Each Attack or 
  Parry uses half your Attack or Parry ability as appropriate 
  (rounded down). You get a number of dice equal to your 
  Multiple Opponents Rank to divide between the two actions as 
  you see fit. 
  Exploit Weakness (Carlucci): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Learning the Carlucci style of 
  swordsmanship negates the off-hand penalty when using a 
  fencing sword. Additionally, Carlucci Swordsmen do not need to 
  make two Raises when performing a Disarm attack in order to 
  wind up holding the opponent's weapon. 
  Journeyman Technique: Carlucci Journeymen learn the 
  Carlucci Twist, catching their opponent's weapon between their 
  twin blades, and twisting them in such a way as to snap the 
  opponent's weapon. To do so you must perform a successful 
  Double Parry, and spend a Drama Die to make the breaking 
  attempt. You may then make a Finesse check against a TN based 
  on the type of weapon you are attempting to break. 
  • Fencing Weapon: TN 30 
  • Heavy Weapon: TN 35 
  • Other Weapons: Per GM decision, but at least TN 40 
  The following modifiers can adjust these Target Numbers: 
  • Quality Weapon: TN +5 
  • Inferior Weapon: TN –5 
  • Dracheneisen Weapon: TN +10 
  Even if the breaking attempt is unsuccessful, the opponent is 
  disarmed. 
  Master Technique: Masters of Carlucci have learned to use 
  multiple opponents as an asset. Whenever the Master 
  successfully uses any Active Defense, he may redirect the attack 
  to a nearby target (except for the attacker). He uses his Active 
  Defense roll as the Attack, but damage is rolled using one less 
  unkept Damage die. 
  Gallegos 
  Country of Origin: Castille 
  Also known as the “Three Circle” style, Gallegos teaches its 
  students that leaping around is unnecessary in a fight. They train 
  in progressively smaller circles, and in each instance, while they 
  are forced to remain in the circle, their opponent can move 
  around at will. Overall, the student learns to fight in three circles 
  before he can become a Master. 
  The primary strength of the Gallegos style is the seemingly 
  superhuman ability to slide neatly out of the way of an oncoming 
  thrust by twisting a bit to the side, or sweeping out with a 
  lightning fast parry. The students learn to hold their ground and 
  wait for the enemy to come to them, then turn attacks back at 
  their originator with as little effort as possible. 
  However, students of Gallegos become so used to fighting in 
  this fashion that they have a tendency to forget that they can 
  move at all. Thus, a hulking Leegstra student or a well-aimed 
  bullet can often spell doom for them. 
  Membership: Yes 
  Basic Curriculum: Athlete, Fencing 
  Swordsman Knacks 
  Feint (Fencing): When attacking an enemy, you can declare a 
  Feint. Roll Finesse+Feint; you must roll a number of Raises 
  equal to your enemy’s Wits. If you manage this, he cannot avoid 
  the attack using any Active Defense. 
  Riposte (Fencing): A Riposte is a parry followed up 
  immediately with a counterattack. You first attempt an Active 
  Defense against the incoming Attack, and then, if the Active 
  Defense is successful, make an attack of your own on the person 
  who just attacked you. When performing a Riposte, you receive 
  half the dice from your Parry Knack (round down) for your 
  Active Defense, and half the dice from your Attack Knack 
  (round down) for your counterattack. For every Rank in Riposte, 
  you may add one unkept die to either the Active Defense attempt 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 107 
  or the counterattack. These dice are added after you’ve halved 
  the appropriate Knacks. 
  Example: If Guiseppe has Attack (Fencing) 4, Parry (Fencing) 3, 
  and Riposte 3, then he would round his Attack Knack down to 2 
  and his Parry Knack down to 1, and then he would have three 
  unkept dice to add to either of them. Thus, he might add two dice 
  to Parry and one die to Attack for a total Rank of 3 in each 
  Knack. 
  Tagging (Fencing): Tagging is a particularly flashy piece of 
  showing off with your weapons, designed to temporarily 
  dishearten your enemy. This could be anything from cutting off a 
  lock of his hair to carving your initials in his shirt. You must use 
  this Knack instead of your Attack Knack for your Attack roll. If 
  you successfully hit, the attack causes no damage, but you can 
  cause one of two things to happen. Either your target loses a 
  Drama Die until the end of the battle (after which it returns), or 
  you can gain a Drama Die yourself until the end of the battle 
  (after which it disappears, if unspent). These Drama Dice never 
  become Experience Points, even if the battle was the last thing to 
  happen in the Story. 
  Exploit Weakness (Gallegos): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices of the Gallegos School 
  have mastered the First Circle. They learn to play the waiting 
  game and watch for attacks from their opponents. You receive 
  one Free Raise when Parrying with a Fencing weapon. In 
  addition, when you Hold an Action, increase the Phase showing 
  on that Action die by +1 at the end of the Phase. 
  Example: Thus, if you roll a 5 for Initiative and Hold that Action 
  in Phase 5, the die is increased to a 6 at the end of Phase 5. 
  This makes you more likely to go first in later Phases, allowing 
  you to take charge when your opponent is low on Actions. 
  Journeyman Technique: Once he has mastered the Second 
  Circle, the Journeyman can fight comfortably while only 
  occasionally shifting a step to the left or right. He waits for an 
  attack, then turns it around against the attacker with a flick of his 
  wrist. You are extraordinarily skilled at riposting and receive a 
  Free Rank in the Riposte Knack upon becoming a Journeyman. 
  This may increase your maximum Rank to a 6. If it does not do 
  so immediately, you can later increase your Riposte Knack Rank 
  by using XP. 
  Master Technique: After learning the Third Circle, the Master 
  no longer needs to move his feet during a fight. His flashing 
  blade and graceful movements make him incredibly difficult to 
  hit. Add +10 to your TN to be Hit. 
  Montena 
  Country of Origin: Castille 
  Carlos Montena is close to retirement. He has been a performer 
  for nearly 40 years, and teaching for at least 20. Rumors abound 
  regarding Carlos and his school. Some say he is a Syrna who 
  decided to settle down in San Cristobal, about the time Good 
  King Sandoval was born, and his recent move to Vaticine City is 
  purely innocent. Some say that he acts as a bodyguard for the 
  good king. Some say he is a member of the El Vago League. 
  Others actually think the old man is El Vago himself. What they 
  all agree on is that his Skill with throwing is unrivalled by any in 
  Castille. 
  Carlos Montena teaches his students to juggle knives, and to 
  throw them blindfolded. He teaches his pupils to entertain, and to 
  protect. Carlos, himself, entertained King Aldana for years after 
  saving the man's life from an assassin's blade. Students of 
  Montena spend most of their time learning to balance (then 
  juggle) knives. Most get their start as Carlos's assistant (i.e. 
  Target), and only after learning respect for the knife do they learn 
  more. 
  The main weakness to Montena is the release. A knife thrower 
  will draw back his hand to throw as he decides his target. 
  Anyone familiar with the style knows that a fast attack during the 
  draw back will land before the knife can be brought back to 
  parry. 
  Membership: Unlike other Swordsman Schools, Torres students 
  do not receive a free Membership in the Swordsman’s Guild. 
  Instead, they receive a Free Rank in one of their Swordsman 
  Knacks, or +1 Rank in the Throw (Knife) Knack. 
  Basic Curriculum: Knife, Pugilism 
  Swordsman Knacks 
  Catch: Catch is the art of grabbing a thrown object (knife, spear, 
  or similar) from the air before it hits you. This Knack can be 
  used as your Defense Knack whenever someone throws a 
  weapon at you. 
  Pin (Knife): When you use Pin, you must declare whether you 
  are aiming for the target's arm or leg. Make a Pin roll, with 
  Raises equal to the Target's Finesse. This attack does no damage. 
  If you successfully target an arm, your opponent loses the 
  ability to use any non-Parry Defense Knack until he spends an 
  Action to dislodge the Pin weapon. Your opponent also suffers a 
  +10 TN penalty when using any Weapon Knacks with the 
  affected arm. 
  If you use Pin against your opponent’s leg, then he must make 
  a Finesse+Balance [Attack Roll] roll to avoid falling. If he fails 
  this roll, then he becomes prone, and can't attempt to get up until 
  he spends an action to free himself from the Pin weapon. If he 
  succeeds at this roll, then he only suffers the loss of any non-
  Parry Defense Knack. 
  In both cases, the target must make a Brawn [5] roll to dislodge 
  a Pin weapon. He must make a Raise for each Raise you declared 
  when making the Attack roll and for every Pin weapon after the 
  first. 
  Tagging (Knife): Tagging is a particularly flashy piece of 
  showing off with your weapons, designed to temporarily 
  dishearten your enemy. This could be anything from cutting off a 
  lock of his hair to carving your initials in his shirt. You must use 
  this Knack instead of your Attack Knack for your Attack roll. If 
  you successfully hit, the attack causes no damage, but you can 
  cause one of two things to happen. Either your target loses a 
  Drama Die until the end of the battle (after which it returns), or 
  you can gain a Drama Die yourself until the end of the battle 
  (after which it disappears, if unspent). These Drama Dice never 
  
  PAGE 108 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  become Experience Points, even if the battle was the last thing to 
  happen in the Story. 
  Exploit Weakness (Montena): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Learning the Apprentice Level of 
  Montena negates the off-hand penalty when using a knife. You 
  can also learn the Catch-Throw Knack, an Advanced Knack. 
  Apprentice students of Montena gain a Free Raise when using 
  the Catch Knack. 
  Journeyman Technique: Journeymen students have learned to 
  draw and throw one knife per hand as a single Action. You may 
  spend 1 Action die to draw and throw two knives. You sacrifice –
  1 Kept die from each roll to hit, but roll damage as normal. 
  Master Technique: A Master of Montena has learned to throw 
  knives at an alarming rate. Once per round, you may launch into 
  the Aguijón del Enjambre de Avispas (Sting of the Hornet 
  Swarm). To use the Swarm, you spend an Action die and make 
  an Attack roll to throw one knife. Hit or miss, you may then 
  throw a second knife at a penalty of one unkept die. Hit or miss, 
  you may then throw a third knife at a penalty of -2 unkept dice. 
  Then a fourth, and a fifth, and so on. Once your unkept dice pool 
  drops to less than 1, then you can no longer throw any more 
  knives. Note that Pin attacks cannot be used with this technique. 
  Soldano 
  Country of Origin: Castille 
  This style of fighting borrows from both the Montaigne and the 
  Crescents, although the Castillians have clearly infused it with 
  their own personality. The student learns to fight with a rapier in 
  each hand, whirling and leaping among his enemies like a 
  tornado, and leaving ruin behind him. 
  Soldano students fight with flair and color, dispatching 
  whatever hordes of unskilled fighters they may be faced with, 
  then infuriating their enemy before driving their twin blades 
  home in a deadly thrust. 
  However, Soldano fighters often become too exuberant. In their 
  excitement, they leave small openings in their defenses that a 
  skilled opponent can take advantage of. 
  Membership: Yes 
  Basic Curriculum: Athlete, Fencing 
  Swordsman Knacks 
  Double Parry (Fencing/Fencing): A Double Parry is a parry 
  with two blades (usually two rapiers). You may declare that you 
  are using this Knack instead of an ordinary Parry as an Active 
  Defense. Success grants one free Drama Die, which can be used 
  for a number of Phases equal to your Double Parry Rank. In any 
  event, if you do not use the Drama Die by the end of the Round, 
  you lose it. 
  Tagging (Fencing): Tagging is a particularly flashy piece of 
  showing off with your weapons, designed to temporarily 
  dishearten your enemy. This could be anything from cutting off a 
  lock of his hair to carving your initials in his shirt. You must use 
  this Knack instead of your Attack Knack for your Attack roll. If 
  you successfully hit, the attack causes no damage, but you can 
  cause one of two things to happen. Either your target loses a 
  Drama Die until the end of the battle (after which it returns), or 
  you can gain a Drama Die yourself until the end of the battle 
  (after which it disappears, if unspent). These Drama Dice never 
  become Experience Points, even if the battle was the last thing to 
  happen in the Story. 
  Whirl (Fencing/Fencing): Whirl is a spinning attack designed to 
  take out multiple unskilled enemies at once. For each Rank you 
  have in this Knack, you may add 2 to your Attack roll when 
  attacking Brutes. 
  Example: Thus, a Hero with Whirl 3 would increase an Attack 
  roll of 19 to a 25 when attacking Brutes. 
  Exploit Weakness (Soldano): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices in the Soldano School are 
  trained to deal with large numbers of poorly trained opponents—
  and do so with style. Your off-hand penalty is negated when 
  using a Fencing weapon in each hand. In addition, at the start of 
  each Battle, you receive a number of Drama Dice equal to your 
  Mastery Level. These Drama Dice, is unspent at the end of the 
  Battle, go away. 
  Journeyman Technique: Journeymen of the Soldano School 
  have learned to marshal their strength for a single devastating 
  attack. After you have inflicted damage on an opponent, but 
  before they’ve made their Wound Check, you may spend a 
  Drama Die (including those generated by your Apprentice 
  Technique, Double Parry, or Tagging) to lower by 5 the number 
  required for them to take an extra Dramatic Wound. You may do 
  this multiple times, reducing this “Wound Threshold” as low as 
  5. 
  Example: Normally an opponent must fail his Wound Check by 
  20 to take an extra Dramatic Wound. By using this ability and 
  spending 2 Drama Dice, you can lower than number to 10 (-5 for 
  each Drama Die spent). 
  Master Technique: Masters of the Soldano School have learned 
  to thoroughly enrage and outwit their most dangerous opponents. 
  Once per Round, at the start of a Round in which you are 
  engaged in combat with a Villain, you may use an Intimidation 
  action against the villain without spending an Action. Add +1 to 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 109 
  the roll for each Brute you’ve personally killed in this fight, and 
  +5 for each Henchman. If you win, instead of the normal 
  Intimidation effects, you steal 1 Drama Die from the GM, plus 
  an additional +1 Drama Die for every 5 full points you win the 
  roll by. 
  Torres 
  Country of Origin: Castille 
  Originally developed for bullfighting, the Torres style makes 
  use of a rapier in one hand and a cloak in the other. The student 
  uses subtle movements to draw his opponent’s attention to the 
  cloak, and then blindsides him with the rapier. 
  The Torres School is an extremely effective defensive style, as 
  the cloak and sword combine to form a wall of cloth and steel 
  between the student and his opponent’s blade. Masters of the 
  School are some of the most quick-witted and agile Swordsmen 
  in the world. 
  However, the Torres style of fighting has very little power 
  when it comes to taking the offensive. While its students are fast 
  and nimble, they lack the penetrating force of an Eisenfaust or 
  Leegstra student. 
  Membership: Unlike other Swordsman Schools, Torres students 
  do not receive a free Membership in the Swordsman’s Guild. 
  Instead, they receive a Free Rank in one of their Swordsman 
  Knacks. 
  Basic Curriculum: Cloak, Fencing 
  Swordsman Knacks 
  Double Parry (Cloak/Fencing): A Double Parry is a parry with 
  two weapons (a fencing weapon and a cloak). You may declare 
  that you are using this Knack instead of an ordinary Parry as an 
  Active Defense. Success grants one free Drama Die, which can 
  be used for a number of Phases equal to your Double Parry 
  Rank. In any event, if you do not use the Drama Die by the end 
  of the Round, you lose it. 
  Side-step: Whenever you successfully use Active Defense, you 
  may lower your next Action die by your Knack Rank. You may 
  not reduce the Action die to a number lower than the current 
  Phase. 
  Tagging (Fencing): Tagging is a particularly flashy piece of 
  showing off with your weapons, designed to temporarily 
  dishearten your enemy. This could be anything from cutting off a 
  lock of his hair to carving your initials in his shirt. You must use 
  this Knack instead of your Attack Knack for your Attack roll. If 
  you successfully hit, the attack causes no damage, but you can 
  cause one of two things to happen. Either your target loses a 
  Drama Die until the end of the battle (after which it returns), or 
  you can gain a Drama Die yourself until the end of the battle 
  (after which it disappears, if unspent). These Drama Dice never 
  become Experience Points, even if the battle was the last thing to 
  happen in the Story. 
  Exploit Weakness (Torres): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices in the Torres School have 
  learned the art of using their cloak to draw attention away from 
  their true movements. The off-hand penalty is negated when you 
  are using a cloak. In addition, your side-step Knack may affect 
  +1 additional Action die for each of your Mastery Levels each 
  time it’s used. 
  Example: An Apprentice with Rank 3 in the Side-step Knack, 
  and who rolled a 7, 7, 8 for Initiative could affect 2 Action dice 
  with a successful Active Defense, changing his Initiative to 4, 4, 
  8, for instance. 
  Journeyman Technique: Journeymen of the Torres School are 
  very fast on their feet. When performing an Active Defense, 
  lower your Action dice by a number of Phases equal to twice 
  your Mastery Level. 
  Master Technique: Masters of Torres are some of the most agile 
  and quick-witted fighters in the world. When you reach this 
  level, you gain a +1 Rank bonus to your Wits Trait for free. This 
  also raises the maximum Rank your wits can be raised to by +1. 
  Thus, a Master of Torres can raise his Wits to 6 (or even 7, with 
  the Legendary Trait Advantage). 
  Zepeda 
  Country of Origin: Castille 
  Students of the Zepeda style learn to fight with a whip in hand. 
  Although seldom as deadly as rapier or a knife, the whip is a 
  great tool for intimidation and defense, even skilled Swordsmen 
  will often flinch away from its cracking sting. 
  The Zepeda School teaches the student more than simply 
  cracking the whip. He also learns a variety of tricks to perform 
  with the ship, not to mention how to cow opponents with the 
  promise of a rawhide thrashing. 
  However, an opponent who can withstand the pain of a whip 
  for a strike or two can often get in close where the whip is 
  useless next to the deadly steel of even a small knife. 
  Membership: Unlike other Swordsman Schools, Zepeda 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Athlete, Whip 
  Swordsman Knacks 
  Bind (Whip): A Bind is only usable against an opponent’s 
  fencing weapon. It locks your sword (or buckler, or panzerhand) 
  and his sword together. To use this attack, you declare that you 
  are attempting to Bind your opponent’s weapon, and then roll to 
  attack using this Knack. If successful, you have momentarily 
  bound his sword. While the two of you are in the Bind, neither of 
  you can use your bound item. 
  To try to break your hold, your opponent spends an Action die, 
  and then makes a Contested roll: opponent’s Brawn+Parry (in the 
  weapon you have bound) versus your Brawn+Bind. If he wins, 
  the hold is broken; otherwise it holds fast. You, on the other 
  hand, may spend Action dice to improve your hold. Each Action 
  die you spend gives you a Free Raise from now on when your 
  opponent tries to break your hold. If your opponent wishes, he 
  may simply release his weapon, but that will leave it in your 
  hands. 
  Disarm (Whip): You can only use this Knack after an opponent 
  has just missed your Passive Defense. Spend an Action die to 
  
  PAGE 110 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Tagging (Whip): Tagging is a particularly flashy piece of 
  showing off with your weapons, designed to temporarily 
  dishearten your enemy. This could be anything from cutting off a 
  lock of his hair to carving your initials in his shirt. You must use 
  this Knack instead of your Attack Knack for your Attack roll. If 
  you successfully hit, the attack causes no damage, but you can 
  cause one of two things to happen. Either your target loses a 
  Drama Die until the end of the battle (after which it returns), or 
  you can gain a Drama Die yourself until the end of the battle 
  (after which it disappears, if unspent). These Drama Dice never 
  become Experience Points, even if the battle was the last thing to 
  happen in the Story. 
  Exploit Weakness (Zepeda): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices of the Zepeda School learn 
  to use the whip as a tool of intimidation and fear. By spending 
  one Action cracking your whip, you may increase your TN to be 
  Hit by your Mastery Level for the rest of the Round. You may do 
  this as many times as you like: the bonus is cumulative. This 
  bonus is no use, however, against opponents who are immune to 
  Fear, and ends immediately if your whip leaves your hand or 
  becomes entangled (such as during a Bind). In addition, you 
  receive a Free Raise to your Attack roll when using a whip. 
  Journeyman Technique: Journeymen of the Zepeda School 
  have learned to use their whip in more versatile ways. As long as 
  your whip is in hand, you may substitute your Rank in the Attack 
  (Whip) Knack for any of the following Swordsman Knacks: 
  Animal Training, Break Fall, Swinging, Grapple. In addition, 
  you may attempt to knock an opponent prone by yanking him off 
  his feet, but this raises your TN to hit him by +10. 
  Master Technique: Masters of the Zepeda School are greatly 
  feared for their Skill with the whip. You have learned to use your 
  whip to teach others respect. For each successful hit that causes 
  damage against an opponent, you are considered to have +1 to 
  your Fear Rating against that opponent until the end of the 
  Battle. 
  Example: If you have inflicted 3 hits that have caused at least 1 
  Flesh Wound to an opponent, then you have a Fear Rating of 3 
  versus that opponent. 
  Eisen 
  Drexel 
  Country of Origin: Eisen 
  This School was developed by a mercenary named Kristoff 
  Drexel, the leader of the warband known as the Blood Spirits. He 
  found that, as a mercenary, he was usually forced into 
  unpredictable situations that called for flexibility in thought and 
  fighting style. Thus, he devised several different ways to make 
  use of the versatile Eisen zweihander. The Drexel fighting style 
  is very popular among mercenaries because of its ability to deal 
  with many different situations. Often, these mercenaries are 
  referred to as doppel soldiers, a reference to their fees: they are 
  paid twice as much as a normal soldier. 
  The Drexel School is well-known for its flexibility in combat. 
  A Swordsman making use of it has more ways of attacking and 
  defending himself than a Swordsman using another School. 
  There are four Stances, or ways of holding the zweihander, that 
  Drexel teaches. Each has certain advantages and disadvantages, 
  and focuses either on offense or defense. 
  A student can quickly switch between these stances to adapt to 
  a changing situation. However, because the School focuses on 
  flexibility and quick thinking instead of repetitious drilling, there 
  is sometimes a moment of hesitation when the fighting situation 
  changes suddenly, which can be deadly to the student. 
  Membership: Yes 
  Basic Curriculum: Dirty Fighting, Heavy Weapon 
  Swordsman Knacks 
  Disarm (Heavy Weapon): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Lunge (Heavy Weapon): A Lunge is an aggressive attack that 
  leaves your defense open for a moment. When you declare a 
  Lunge, use this Knack to attack. You roll two extra unkept 
  Damage dice if your attack is successful. However, your TN to 
  be Hit drops to 5 for this Phase, and you may not use any form of 
  Active Defense for the rest of this Phase. 
  Pommel Strike (Heavy Weapon): Pommel Strike is used to 
  smash the hilt of your weapon into your target’s face. You 
  declare that you are using this Knack instead of the Attack 
  Knack. If your attack gets through, you inflict a 0k2 attack, and 
  your opponent’s TN to be Hit is reduced to 5 until the end of the 
  next Phase. 
  Exploit Weakness (Drexel): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 111 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices of the Drexel School have 
  learned some of the basics they will need to know in order to 
  master the zweihander. You know 2 Zweihander Stances, and can 
  use the Apprentice Level abilities listed under each Stance that 
  you know. In addition, you receive +5 to your Initiative Total 
  when wielding a zweihander. 
  Journeyman Technique: Journeymen have expanded their basic 
  knowledge of the zweihander, and they have learned to use their 
  strength and Skill to intimidate their opponents (as well as their 
  own men). You learn +1 additional Zweihander Stance, and you 
  can use the Journeyman Level abilities listed under each Stance 
  that you know. In addition, you receive a Fear Rating of 1. If you 
  already have a Fear Rating, then it goes up by +1. You can use 
  your Fear Rating to aid in Leadership checks, Intimidation 
  attempts, and Panic checks (see the Advanced Mass Combat 
  rules [EI:100]). You receive +1 Free Raise to your roll for every 
  point of Fear. Lastly, when leading men (Henchmen or Brutes) 
  against a creature or person that has a Fear Rating, your Fear 
  Rating cancels out the effects of its Fear Rating on you and your 
  men on a 1-for-1 basis until the end of the Scene (i.e. If the 
  monster’s Rating is a 3 and yours is a 2, the monster’s Rating is 
  reduced to 1, and yours is reduced to 0). 
  Master Technique: Masters of the Drexel School have mastered 
  all of the zweihander’s secrets, and are feared warriors. You learn 
  the final Zweihander Stance and can use the Master Level 
  abilities listed under each Stance. Your Fear Rating is increased 
  by +1. 
  Zweihander Stances 
  A Stance is a particular way of holding and fighting with a 
  weapon. The zweihander is a particularly flexible weapon that 
  has four primary Stances. Each of the Stances affect how the 
  zweihander performs. A student of the Drexel School can enter a 
  Stance at any time by spending one Action as long as he is 
  wielding a ready zweihander not currently waiting to be reset. He 
  may choose to start a battle in a Stance without spending an 
  Action as long as he meets the above conditions. Wielding any 
  other weapon besides a zweihander disallows the use of these 
  Stances. 
  The Bittner, or Forward Stance 
  The zweihander is held at head level, almost like a spear. This 
  Stance is mostly defensive, but it makes the zweihander much 
  easier to maneuver. The zweihander deals only 2k2 damage in 
  this Stance. 
  Apprentice Level: You do not need to take an Action to reset 
  your zweihander and you receive +1 Free Raise to any Parry 
  Active Defense. 
  Journeyman Level: You now receive +2 Free Raises to any 
  Parry Active Defense. Your Action dice are considered to be -1 
  lower (minimum 1) when performing an Active Defense. 
  Master Level: You now receive +3 Free Raises to any Parry 
  Active Defense. Your Action dice are considered to be -2 lower 
  (minimum 1) when performing an Active Defense. 
  The Gerbeck, or High Stance 
  This is the Stance that most untrained people assume when 
  handed a zweihander. The blade is held pointing upwards, with 
  the hands near the face, and the weapon is used like an axe, 
  making huge swings. In this Stance, the zweihander deals 3k3 
  damage. 
  Apprentice Level: You have learned how to attack an opponent 
  while resetting your zweihander. However, the attack is weak, 
  and the zweihander is only considered a 1k2 weapon for the 
  attack. 
  Journeyman Level: You have improved your resetting Skills to 
  the point where your zweihander is considered to be a 2k2 
  weapon during a reset Action. 
  Master Level: Your zweihander now deals as much damage as 
  an ordinary Heavy Weapon (3k2) while being reset. 
  The Köhler, or Low Stance 
  In this stance, the zweihander is held horizontally with an 
  overhand grip near the user’s waist, pointing towards the 
  opponent. This is a very quick Stance, allowing rapid movements 
  with the blade. In this Stance the zweihander deals 2k2 damage. 
  Apprentice Level: You receive +10 to your Initiative Total (in 
  addition to your normal +5), and your Action dice are considered 
  1 lower (minimum 1) when Attacking, resetting your 
  zweihander, or performing an Active Defense. 
  Journeyman Level: Your Action dice are now considered –2 
  lower (minimum 1) when Attacking, resetting your zweihander, 
  or performing an Active Defense. 
  Master Level: Your Action dice are now considered –3 lower 
  (minimum 1) when Attacking, resetting your zweihander, or 
  performing an Active Defense. 
  The Metzger, or Back Stance 
  In this stance, the sword is held like a broom, with the blade 
  pointing at the ground a little bit behind the user. It is an 
  extremely offensive Stance that allows for quick, surprising 
  attacks. In this Stance the zweihander inflicts 4k3 damage, but 
  the user’s Passive Defense is reduced by -5, and the TN of any 
  Active Defense the user attempts is increased by +5. 
  Apprentice Level: Your Action dice are considered -1 lower 
  (minimum 1) when Attacking. 
  Journeyman Level: Your Action dice are now considered -2 
  lower (minimum 1) when Attacking. 
  Master Level: Your zweihander inflicts 4k4 damage when it 
  hits. 
  Eisenfaust 
  Country of Origin: Eisen 
  The Eisenfaust style is taught at several academies in Eisen. It 
  teaches the use of a broadsword in conjunction with an off-hand 
  panzerhand, or iron glove. The student is trained to deflect or 
  grab incoming attacks with his glove and exploit the openings 
  left in the opponent’s stance with his broadsword (which is 
  considered a Heavy Weapon). This School of fighting is very 
  defensive, teaching its students to wait for their opponent to 
  make a mistake before attacking: “Whether or not you ever take 
  the offensive is of little consequence if in so doing you leave an 
  opening through which your opponent kills you.” 
  Eisenfaust is very good at exploiting mistakes made by an 
  opponent. Gradually, the opponent grows impatient or angry and 
  makes a mistake. As soon as he slips up, the student of 
  Eisenfaust is on top of him, raining down fearsome broadsword 
  blows. 
  The flaw in the Eisenfaust style is the rigidity instilled in the 
  training. While there are over 70 individual moves that students 
  learn, there are certain rules they learn to follow when changing 
  from one move to the next. They learn not to use certain moves 
  in succession because of the awkwardness involved. This leaves 
  a small but predictable gap that a knowledgeable opponent can 
  force his way through. 
  
  PAGE 112 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Membership: Yes 
  Basic Curriculum: Heavy Weapon, Panzerhand 
  Swordsman Knacks 
  Beat (Heavy Weapon): When attacking an enemy, you can 
  declare a Beat, in an attempt to knock your opponent’s weapon 
  aside and put him off-balance. You roll Finesse+Beat, and must 
  roll a number of Raises equal to your enemy’s Brawn in order for 
  your Beat to be successful. If you are successful, he cannot avoid 
  the attack using any Active Defense. 
  Bind (Heavy Weapon): A Bind is only usable against an 
  opponent’s fencing weapon. It locks your sword (or buckler, or 
  panzerhand) and his sword together. To use this attack, you 
  declare that you are attempting to Bind your opponent’s weapon, 
  and then roll to attack using this Knack. If successful, you have 
  momentarily bound his sword. While the two of you are in the 
  Bind, neither of you can use your bound item. 
  To try to break your hold, your opponent spends an Action die, 
  and then makes a Contested roll: opponent’s Brawn+Parry (in the 
  weapon you have bound) versus your Brawn+Bind. If he wins, 
  the hold is broken; otherwise it holds fast. You, on the other 
  hand, may spend Action dice to improve your hold. Each Action 
  die you spend gives you a Free Raise from now on when your 
  opponent tries to break your hold. If your opponent wishes, he 
  may simply release his weapon, but that will leave it in your 
  hands. 
  Disarm (Heavy Weapon): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Exploit Weakness (Eisenfaust): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Learning the Eisenfaust style allows you 
  to use a broadsword (a Heavy Weapon) in one hand and negates 
  the off-hand penalty when using a panzerhand. When your 
  opponent fails to hit your Passive Defense, you gain a Free Raise 
  to your next attack against them for every full 5 points they 
  missed you by. These Raises must be used against that opponent 
  before the end of the Round, or they are lost. In addition, if that 
  same opponent attacks you again before you use the Raises, they 
  are lost as the window of opportunity closes. 
  Journeyman Technique: Eisenfaust Journeymen have learned 
  how to break their opponents’ weapons with their panzerhand. 
  Whenever you make a successful Active Defense using Parry 
  (Panzerhand), you may spend a Drama Die in order to attempt to 
  break your opponent’s weapon. You must make a successful 
  Brawn test against a TN based on the type of weapon you are 
  attempting to break. 
  • Fencing Weapon: TN 30 
  • Heavy Weapon: TN 35 
  • Other Weapons: Per GM decision, but at least TN 40 
  The following modifiers can adjust these Target Numbers: 
  • Quality Weapon: TN +5 
  • Inferior Weapon: TN –5 
  • Dracheneisen Weapon: TN +10 
  Master Technique: Eisenfaust Masters have learned the art of 
  patience. You may Hold an Action in order to wait for an 
  opening. Each Phase you Hold the Action grants +1 unkept die 
  of damage if and when that Action is used to attack. You may not 
  gain more unkept dice of damage through use of this Technique 
  than your Resolve Trait. You may only hold one Action die in 
  this manner per Round, and while it is being held you may only 
  Hold or Actively Defend with your other Action dice. 
  Gelingen 
  Country of Origin: Eisen 
  This style of fighting was specially designed for use against 
  non-human opponents. Students learn how to look for weak spots 
  in the anatomy of creatures they are unfamiliar with, so that after 
  fighting a few monsters of that type, they know where to strike in 
  order to do the most damage. 
  Tricks of the trade include aiming for joints such as knees and 
  elbows, finding substances that are particularly poisonous to 
  certain types of monster, and attacking soft portions of the 
  creature’s body, such as the eyes. 
  However, Gelingen is not particularly useful against intelligent 
  opponents. Students learn to watch for predictable, repetitious 
  movements, and intelligent opponents vary too much from 
  individual to individual to establish any reliable, simple patterns 
  for them. 
  Membership: Unlike other Swordsman Schools, Gelingen 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Dirty Fighting, Doctor 
  Swordsman Knacks 
  Exploit Weakness (Monster): You are trained in the ways of 
  defeating different creatures, noting their weak spots, and 
  learning to take advantage of them. Whenever you fight a 
  monster whose Exploit Weakness Knack you possess, you gain a 
  number of unkept dice equal to your Rank in the Knack to all 
  your Attack and Active Defense rolls. Types of monsters include: 
  aspreys, kobolds, sirens, etc. Intelligent creatures, such as Sidhe 
  and humans, are not considered monsters, since their tactics may 
  vary so much that any standard tricks would be useless. 
  Exploit Weakness (Monster) Knacks may only be improved (at 
  normal cost) after you have fought and defeated (or helped to 
  defeat) a monster of that type, and then only by one Rank per 
  encounter. Note: This limit does not apply during Hero 
  Creation—the Hero is assumed to have fought the requisite 
  number of monsters sometime in the past. 
  Exploit Weakness (Gelingen): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 113 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: The student is trained to fight one type 
  of monster (typically a common species, such as kobolds or 
  sirens, but others are possible). You receive one Exploit 
  Weakness (Monster) Knack at Rank 3 for free, and you may 
  purchase up to three more at normal cost (as Advanced Knacks). 
  You must have four Exploit Weakness (Monster) Knacks at Rank 
  4 to become a Journeyman. 
  In addition, when fighting a monster whose Exploit Weakness 
  Knack you possess, you always add your Knack Rank to any 
  Damage rolls against the monster. 
  Journeyman Technique: The student has now learned to fight 
  several different breeds of monster, and begun to identify 
  common attach and habits among them. When fighting a monster 
  whose Exploit Weakness Knack you possess, you always add 
  twice your Knack Rank to your Passive Defense when attacked 
  by the monster. 
  In addition, your Apprentice bonus is doubled, allowing you to 
  add twice your Rank in a creature’s Exploit Weakness (Monster) 
  Knack to your Damage rolls against it. You must have four 
  Exploit Weakness (Monster) Knacks at Rank 5 to become a 
  Master. 
  Master Technique: By this point, the student has begun to make 
  broad generalizations in his training that apply to many different 
  types of monster. You are considered to have a free Rank 1 in all 
  possible Exploit Weakness (Monster) Knacks, and you may 
  increase any of them (to Rank 2 or higher) as usual. You may 
  now purchase as many Exploit Weakness (Monster) Knacks as 
  you wish. 
  Höpken 
  Country of Origin: Eisen 
  The invention of the crossbow was both a curse and a godsend 
  to the Eisen. It could penetrate even full suits of Dracheneisen, a 
  feat normal bows could not duplicate. And, although it was an 
  expensive weapon, it allowed them to field their peasants 
  effectively with little or no training. One of these peasants, a man 
  named Adrian Höpken, became so adept at the crossbow that he 
  passed on his techniques to a throng of eager students after the 
  War of the Cross ended. 
  The Höpken style focuses on accuracy during firing and speed 
  during reloading. In addition, Adrian developed a high-powered 
  heavy crossbow that is even more likely to punch through 
  Dracheneisen. Combined with several gearing tricks and a device 
  similar to a shoehorn, Adrian teaches his students how to reload 
  their crossbows almost instantly. 
  However, the weakness of this School lies in the very tools it 
  specializes in. The crossbows are only useful when the user is 
  reasonably stationary, and the firing mechanism causes a slight 
  twitch in the crossbow just before a bolt is fired, allowing an 
  alert opponent to get out of the way. 
  Membership: Unlike other Swordsman Schools, Höpken 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Athlete, Crossbow 
  Swordsman Knacks 
  Arc (Crossbow): While arcing a shot from a crossbow is very 
  difficult, it is possible. Students of this Knack spend months 
  learning the fine art of arcing a shot from a missile weapon to hit 
  distant targets. For each Rank in this Knack, increase the Range 
  of the missile weapon by five yards. 
  Reload (Crossbow): You are able to reload a missile weapon 
  quicker. For every Rank you have in this Knack, your reloading 
  time for crossbows is reduced by one Action. Someone with a 
  Rank 5 in this Knack has mastered the art of cocking the 
  crossbow in a single Action. This Knack is considered a Basic 
  Knack for members of the Höpken School. 
  Trick Shooting (Crossbow): You are skilled at making difficult 
  shots. For each Rank of Trick Shooting, you subtract 5 from any 
  penalties to your shot (for range, cover, etc.). Trick Shooting 
  cannot lower the shot’s TN below the target’s base TN to be Hit. 
  Example: If a target has a TN to be Hit of 15, plus 15 for 
  modifiers, an Archer with Trick Shooting 5 would negate all 15 
  points of modifiers, but he would not lower the base TN to be Hit 
  (which remains at the original 15). 
  Exploit Weakness (Höpken): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices of the Höpken School have 
  learned some tricks when firing a crossbow. You inflict +1 
  unkept die of damage when you hit (for a total of 3k3), and you 
  may purchase the Reload (Crossbow) Knack as if it were a Basic 
  Knack. 
  Journeyman Technique: Journeymen of the Höpken School 
  have learned to use the crossbow to its best advantage, firing it 
  further and more accurately than any untrained user. Your 
  crossbow Range is increased by +10 yards, and your crossbow’s 
  Short and Long Range modifiers are reduced to 0 and -5, 
  respectively. In addition, you may build a special heavy 
  crossbow that does 4k3 Damage instead of 3k3. This costs 
  5,000G. Anyone whose Brawn is less than 4 takes +3 extra 
  Actions to reload the crossbow. 
  Master Technique: Masters of the Höpken School are generally 
  considered the most skilled crossbowmen in all of Théah. Your 
  crossbow’s Range is increased by +15 yards, while your Short 
  and Long Range modifiers are reduced to +5 and 0, respectively. 
  Lastly, you may raise your Reload (Crossbow) Knack from Rank 
  5 to Rank 6 for a cost of 25 XP, reducing your Reload time to 0 
  and allowing you to fire every Action. 
  
  PAGE 114 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Loring 
  Country of Origin: Eisen 
  Restrictions: Freiburg only 
  Invented by the leader of the Wachhunde, Kelby Loring, and 
  later adopted by the Freiburg Guard, the Loring style of fighting 
  uses two panzerhands. It is a defensive style, much like 
  Eisenfaust, and its practitioners often use it to incapacitate 
  potentially violent criminals without hurting them (too much). 
  The primary advantage of the Freiburg School is the tendency 
  of Swordsmen to underestimate anyone not holding a long, sharp 
  weapon in their hand. This allows a Loring fighter to step in and 
  quickly snatch an opponent’s weapon away from them before 
  they get a chance to react. It also makes most opponents reluctant 
  to draw a pistol or turn the fight deadly in some other manner. 
  Without the Loring School, the mortality rate of the Freiburg 
  Guard would be much higher. 
  The primary weakness of the Loring School is its poor reach 
  and defensive nature. If backed into a corner or faced with an 
  opponent skilled at bypassing parries, then a practitioner can find 
  himself at the mercy of his opponent. 
  Membership: Yes 
  Basic Curriculum: Athlete, Panzerhand 
  Swordsman Knacks 
  Bind (Panzerhand): A Bind is only usable against an 
  opponent’s fencing weapon. It locks your sword (or buckler, or 
  panzerhand) and his sword together. To use this attack, you 
  declare that you are attempting to Bind your opponent’s weapon, 
  and then roll to attack using this Knack. If successful, you have 
  momentarily bound his sword. While the two of you are in the 
  Bind, neither of you can use your bound item. 
  To try to break your hold, your opponent spends an Action die, 
  and then makes a Contested roll: opponent’s Brawn+Parry (in the 
  weapon you have bound) versus your Brawn+Bind. If he wins, 
  the hold is broken; otherwise it holds fast. You, on the other 
  hand, may spend Action dice to improve your hold. Each Action 
  die you spend gives you a Free Raise from now on when your 
  opponent tries to break your hold. If your opponent wishes, he 
  may simply release his weapon, but that will leave it in your 
  hands. 
  Disarm (Panzerhand): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Hook: You have learned to use the weight and momentum of the 
  panzerhands you wear to their fullest advantage. You receive a 
  +1 bonus to your panzerhand Damage rolls for each Rank you 
  have in this Rank. 
  Example: A Hero with Hook 3 would increase a panzerhand 
  Damage roll of 19 to 22. 
  Exploit Weakness (Loring): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Students of the Loring style learn to 
  fight with a panzerhand on each hand. You suffer no off-hand 
  penalty when using a panzerhand, and gain +1 unkept die to your 
  panzerhand Damage rolls for each Mastery Level you possess in 
  the Loring School. 
  Journeyman Technique: Loring focuses mainly on restraining 
  violent people and disarming them before they can hurt anyone 
  else. You may use your disarm Knack without waiting for your 
  opponent to miss your Passive Defense, but if you do, your 
  Disarm attempt suffers a –10 penalty to its roll. Failure drops 
  your TN to be Hit to 5 for the rest of the current Phase and the 
  whole of the Phase following. In addition, once you reach this 
  Mastery Level and have Rank 5 in your Disarm (Panzerhand) 
  Knack, you may spend 25 XP to increase it from 5 to 6. 
  Master Technique: Masters of the Loring School are extremely 
  skilled at protecting themselves from harm. They also become 
  adept at snatching their opponents’ weapons right out of their 
  hands. You may now use your Bind (Panzerhand) Knack as a 
  Parry Defense Knack. If you successfully use it for an Active 
  Defense, the weapon your opponent attacked you with has been 
  bound as though you had used the Knack normally. In addition, 
  you immediately receive 1 extra Action which you must use 
  against that opponent right away or lose. 
  Pösen 
  Country of Origin: Eisen 
  This School trains its students in the use of the boar spear, a 
  polearm often used from horseback for hunting boar. It has a 
  crossbar on the blade to prevent the boar from fighting its way up 
  the blade to kill the horse and rider. Some of the more arrogant 
  nobles began using boar spears to hunt enemy soldiers on the 
  battlefield while arrows and swords bounced off their 
  Dracheneisen armor. Eventually, it became a method for nobles 
  to prove their courage—a handicap to make up for the security 
  granted by Dracheneisen. However, methods were developed by 
  the Pösen family that turned the boar spear into a brutal cavalry 
  weapon. Now, it is less a handicap than an effective style of 
  fighting that displays the fighter’s noble pedigree for all to see. 
  The main strength of the Pösen School is its devastating initial 
  burst of action. The student expends a great deal of effort at the 
  start of the battle, then often retires to the reserves to rest and 
  brag about the number of “pigs”, or foot soldiers, he’s managed 
  to kill. 
  However, if the student’s retreat is cut off, he’s in a great deal 
  of trouble. Pösen techniques leave a fighter exhausted after a 
  very short time, and more than one noble has been pulled from 
  his horse, stripped of his armor, and hacked to pieces by the 
  “pigs”. 
  Membership: Yes 
  Basic Curriculum: Polearm, Rider 
  Swordsman Knacks 
  Beat (Polearm): When attacking an enemy, you can declare a 
  Beat, in an attempt to knock your opponent’s weapon aside and 
  put him off-balance. You roll Finesse+Beat, and must roll a 
  number of Raises equal to your enemy’s Brawn in order for your 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 115 
  Beat to be successful. If you are successful, he cannot avoid the 
  attack using any Active Defense. 
  Charge (Polearm): This Knack allows you to try to hit early and 
  often, then withdraw to a place of safety. You may lower one of 
  your Action dice by your Knack Rank (to a minimum of one) 
  just before Phase one of the first Round of each combat. 
  Lance (Polearm): This replaces the Attack (Polearm) Knack 
  when using a Polearm from horseback. This is considered a 
  Basic Knack for students of the Pösen School. 
  Exploit Weakness (Pösen): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices of this style learn to use 
  their spear to keep their enemies at bay and to fight from 
  horseback. You receive +15 to your Initiative Total during the 
  first Round of each combat. Also, when you use your Lance 
  (Polearm) Knack during the first Round of a combat, as long as 
  you have a decent amount of space to maneuver (at least a 20 
  foot x 20 foot area, at the GM’s discretion) you roll and Keep +1 
  extra die of damage when you hit. In addition, Pösen is most 
  often taught to nobles, so you receive a –5 HP discount if you 
  purchase the Dracheneisen Advantage (which is a truer 
  indication of Eisen nobility than the Noble Advantage, since so 
  many nobles have lost their lands). 
  Journeyman Technique: Journeymen have learned how to focus 
  their strength early in a battle, doing as much damage as early as 
  possible before retreating to safer grounds. During the first 
  Round of each combat, you may choose to add +1 Rank to your 
  Brawn, Finesse, and Resolve. If you do so, you must subtract -1 
  Rank from those Traits for the rest of the Scene. If this penalty 
  brings any of your Traits to 0 (or you have suffered twice your 
  new Resolve in Dramatic Wounds) you are immediately 
  Knocked Out. 
  Master Technique: The true Masters of the Pösen School know 
  to attack early and often, and they appear as whirlwinds of steel 
  as they sweep across the battlefield. At the start of a Round, you 
  may choose to borrow against next Round’s Actions. Thus, if 
  your Panache is 3, you may perform up to 6 Actions this Round, 
  but if you choose to roll all 6 Action dice, then you receive no 
  Actions next Round. You may use this ability only once every 
  other Round. 
  Schaller 
  Country of Origin: Eisen 
  The Schaller Swordsman School is not taught as part of a 
  disciplined curriculum as with many of the Schools that have 
  formed in the Academies of Eisen. Instead it has been taught by 
  the woodsmen, farm-hands and huntsman of the wild towns in 
  Eisen. Most small communities have a handful of hardy workers 
  trained in this style to defend the populace if beasts or raiders 
  should seek to attack the farmsteads. 
  In essence the style is taught for those who simply want to be 
  able to protect themselves from either bandit raids or attacks by 
  wild monsters. The Swordsman uses a heavy axe, usually held in 
  one hand, and the off-hand fends off attacks and also punches out 
  to catch an opponent blind-sided. 
  The axe is a vicious and brutal weapon, and those trained in 
  Schaller seek to use it to down an opponent quickly, relying on 
  it’s sheer weight to knock them down and out. At the same time 
  the wielder can use it to block attacks and strike with the butt, 
  which makes it very versatile. 
  Most users wear thick leather gauntlets to protect their hands 
  whilst working, these double up though as they can be used to 
  slap lighter weapons aside, or even to grasp swords whilst the 
  axe is swung round to crush and maul. The fist is an intricate part 
  of this style and many have become unstuck when the axe is 
  shifted into one hand and a heavy left hook thunders into a 
  bandit’s jaw. 
  The weakness of this School is fairly obvious: it’s adherents 
  have many options open to them, and the choice of maneuver can 
  often cause hesitation and indecision. These moments are simple 
  to take advantage of as the student of a more rigid style is more 
  certain of their next move, and thus often quicker. A fighter 
  taught in the Schaller style, can find himself caught with a 
  sudden blow while switching to the next move. 
  Membership: Unlike other Swordsman Schools, Schaller 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Heavy Weapon, Pugilism 
  Swordsman Knacks 
  Beat (Heavy Weapon): When attacking an enemy, you can 
  declare a Beat, in an attempt to knock your opponent’s weapon 
  aside and put him off-balance. You roll Finesse+Beat, and must 
  roll a number of Raises equal to your enemy’s Brawn in order for 
  your Beat to be successful. If you are successful, he cannot avoid 
  the attack using any Active Defense. 
  Bind (Pugilism): A Bind is only usable against an opponent’s 
  fencing weapon. It locks your sword (or buckler, or panzerhand) 
  and his sword together. To use this attack, you declare that you 
  are attempting to Bind your opponent’s weapon, and then roll to 
  attack using this Knack. If successful, you have momentarily 
  bound his sword. While the two of you are in the Bind, neither of 
  you can use your bound item. 
  To try to break your hold, your opponent spends an Action die, 
  and then makes a Contested roll: opponent’s Brawn+Parry (in the 
  weapon you have bound) versus your Brawn+Bind. If he wins, 
  the hold is broken; otherwise it holds fast. You, on the other 
  hand, may spend Action dice to improve your hold. Each Action 
  die you spend gives you a Free Raise from now on when your 
  opponent tries to break your hold. If your opponent wishes, he 
  may simply release his weapon, but that will leave it in your 
  hands. 
  Corps-á-corps: Corps-á-corps is the art of close, or body against 
  body, fencing. You declare that you are using this Knack instead 
  of another attack Knack. If your Corps-á-corps roll is successful, 
  you inflict a 0k1 bare-handed attack and your opponent then falls 
  down and becomes prone. 
  Exploit Weakness (Schaller): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  
  PAGE 116 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: The first thing learnt is the ability to 
  change the grip on a weighty axe and wield it with one hand. The 
  Apprentice may wield an axe (heavy weapon) one handed 
  without penalty. Additionally, after an Attack misses your 
  Passive Defense you may make an immediate Pugilism Attack, 
  Jab, or Uppercut, but you TN drops to 5 until the end of the next 
  Phase in which you act. 
  Journeyman Technique: The Journeyman is able to weigh his 
  options and chose where to focus his efforts at each stage of the 
  fight. The student gains a pool of Kept dice equal to his Mastery 
  Level (1, 2 or 3) which may be spent on any Pugilism or Heavy 
  Weapon roll during a Round, or any Advanced Swordsman 
  School Knack whilst wielding an axe. 
  Master Technique: At this level of Skill the style really comes 
  into it’s own as the user is able to wield the blade with freedom 
  and versatility. After you make an Attack, you may give up his 
  next Action die to Attack again immediately, but it must be from 
  the Heavy Weapon or Pugilism Skills and of a Knack not already 
  used this Phase. The Attack roll TN is raised by 5 for every 
  Phase between this Action and the next Action die. The Master 
  also gains a +5 to his Passive Defense. 
  Example: Frederic acts in Phases 1, 3, 6, 9. In 1he Attacks with 
  his Heavy Weapon, then decides to give up the next Action die 
  (3), and make a Pugilism Attack roll with a +10 to the TN, he 
  then chooses to go again in 1 by giving up the next Action die 
  and makes a Pugilism Uppercut Attack with a +(25) to the TN. 
  He chooses to wait until Phase 9 for his last Action. 
  Steil 
  Country of Origin: Eisen 
  This School teaches a philosophy of leadership radically 
  different from the Unabwendbar School. Instead of trying to be 
  more efficient and logical leaders, students learn how to inspire 
  loyalty in their troops. It doesn’t matter how good a tactician the 
  General is if his men refuse to follow his orders. 
  This style of leadership is particularly suited for small units 
  such as warbands or pirate ships, where good personal 
  relationships between the commander and his men are essential. 
  However, by befriending his men, a commander puts his own 
  emotional well-being in jeopardy, and risks making a rash 
  decision that saves the lives of a few men only to throw the battle 
  away—possibly killing many more in the process. 
  Membership: Unlike other Swordsman Schools, Steil students 
  do not receive a free Membership in the Swordsman’s Guild. 
  Instead, they receive the Academy Advantage for free. 
  Basic Curriculum: Commander, Courtier 
  Swordsman Knacks 
  Orders (Advance, Charge, Envelop, Flank, Hold Ground, 
  Regroup, Scout, Set vs. Charge, Trim Line, Withdraw): Each 
  of the Swordsman Knacks (generally for the Steil and 
  Unabwendbar Schools) correspond to entries on the Army 
  Tactics chart [EI:101]. When a General chooses a tactic for 
  which he has a Knack, he adds a number of points equal to his 
  Mastery Level times his Orders Knack Rank to his Strategy roll 
  for that Round of battle. 
  Example: A General who is a Master and has Orders (Charge) 5 
  would add +15 to his roll each Round he chose the Charge tactic. 
  Exploit Weakness (Steil): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Students of the Steil School learn to 
  understand the emotions and reactions of their fellow man. This 
  helps them in their day-to-day lives as well as making them 
  better commanders. You receive +1 Free Raise whenever using 
  or resisting Repartee. All NPCs loyal to you receive +2 Free 
  Raises to resist other people’s use of Repartee while in your 
  presence. In addition, you receive a –1 HP discount on all 
  Advantages that provide you with an NPC character who follows 
  your orders (Servant, Bodyguard, etc.), and you may use the 
  Experienced Henchmen and Brutes rule (see below). Of course, 
  it should be noted that it is difficult to move large groups (more 
  than 5 or 6) of armed men through peaceful towns without 
  causing a stir. You must learn four Swordsman Knacks at Rank 4 
  to become a Journeyman. 
  Journeyman Technique: Journeymen of the Steil School are 
  taught to be more effective commanders. They are able to keep 
  track of many men at once. You may team up (see the rules for 
  Brute Squads in the Game Masters’ Guide) with a number of 
  Brutes under your command equal to your Wits + Leadership 
  Knack. Any time a Brute under your command is Knocked Out, 
  you may spend a Drama Die to prevent it. In addition, when 
  using the Mass Combat rules, you may add your Mastery Level 
  to your Personal Results roll in order to represent your men 
  watching out for you. You must learn five Swordsman Knacks at 
  Rank 5 to become a Master. 
  Master Technique: Masters of this School are extraordinarily 
  charismatic men whose troops would follow them into the 
  Abyss. When using the Mass Combat rules, and when you are 
  the General of an army, your ability to inspire the men is greatly 
  increased. During the Set-up Phase of a battle, when you make 
  your Wits + Incitation roll, you receive +1 Free Raise for every 
  full 5 points you roll instead of every 10. In addition, you may 
  spend one Action, once per Scene, to lower the Fear Rating of an 
  opponent by your Leadership Knack Rank. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 117 
  Experienced Henchmen and Brutes 
  A Steil student may spend his XP to improve the abilities of 
  any NPCs loyal to him. For a Henchman under your command, 
  every XP you spend to improve him is worth 2 XP (any leftover 
  points are lost). As for Brutes, you may increase the Threat 
  Rating of a Brute Squad under your command by paying the 
  following costs: 
  New  
  Threat Rating 
  XP 
  Cost 
  2 
  10 
  3 
  20 
  4 
  40 
  In addition, you may purchase Knacks for a Brute Squad (up to 
  a maximum of +3) by paying XP equal to the new Rank of the 
  Knack (i.e. Increasing a Footwork +1 to Footwork +2 would cost 
  2 XP). 
  Losses to Brute Squads: Heroes should either roleplay out the 
  hiring of replacement Brutes, or the GM can allow one Brute to 
  be replenished at the end of every Act (the Heroes pick him up 
  on the road). Losses do not affect any improvements that a Hero 
  may have purchased for a Brute Squad—the replacements have 
  the same Skills as their predecessors. 
  Optional Rule: GMs may wish to make the Experienced 
  Henchmen and Brutes rule available to all Heroes, doubling the 
  costs for all non-Steil Heroes. 
  Unabwendbar 
  Country of Origin: Eisen 
  The academy of Unabwendbar in Stärke is the only place to 
  learn this philosophy of war; it teaches not to struggle against the 
  inevitable. A good commander can see when a flank is going to 
  collapse, or a unit is going to be cut off and killed, but many will 
  throw away additional resources on a hopeless situation out of a 
  misguided sense of loyalty. By allowing the inevitable to happen 
  and planning to take advantage of it instead of struggling to stop 
  it, the commander can often turn potentially devastating 
  situations into victory. 
  Some of the greatest military minds in the world have been 
  tutored in this philosophy. When sending forces against an 
  opponent skilled in Unabwendbar, a commander must be careful 
  to hold any celebration until the battle is over, since what looks 
  like victory is often a trap laid by their opponent. 
  However, Unabwendbar does not instill the extraordinary 
  loyalty that other philosophies of command do. Soldiers are 
  notoriously unsympathetic to a commander who abandons them 
  in a battle to place their army in a better position. 
  Membership: Unlike other Swordsman Schools, Unabwendbar 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive the Academy Advantage for free. 
  Basic Curriculum: Commander, Scholar 
  Swordsman Knacks 
  Orders (Advance, Charge, Envelop, Flank, Hold Ground, 
  Regroup, Scout, Set vs. Charge, Trim Line, Withdraw): Each 
  of the Swordsman Knacks (generally for the Steil and 
  Unabwendbar Schools) correspond to entries on the Army 
  Tactics chart [EI:101]. When a General chooses a tactic for 
  which he has a Knack, he adds a number of points equal to his 
  Mastery Level times his Orders Knack Rank to his Strategy roll 
  for that Round of battle. 
  Example: A General who is a Master and has Orders (Charge) 5 
  would add +15 to his roll each Round he chose the Charge tactic. 
  Exploit Weakness (Unabwendbar): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices of the Unabwendbar 
  philosophy learn extraordinary discipline and concentration. For 
  every Phase you Hold an Action before performing it (or every 
  ten minutes out of combat), you may add points equal to your 
  Mastery Level to your Action roll, up to a maximum of five 
  times your Mastery Level. If you suffer a Dramatic Wound while 
  Holding the Action, your concentration breaks and you must start 
  over, but you do not lose the Action. In addition, students of 
  Unabwendbar may purchase the Man of Will Advantage for 
  20 HP. You must learn four Swordsman Knacks at Rank 4 to 
  become a Journeyman. 
  Journeyman Technique: Having usually risen to leadership 
  positions by the time they attain Journeyman status, students 
  learn how to follow their general’s instructions in battle and give 
  orders to others. If you add your Rank in Leadership to your 
  general’s Strategy roll, you may ignore the normal penalty of -2 
  to your Personal Results roll this entails. In addition, whenever 
  more than one person in your party is performing the same action 
  at the same time (such as attacking with identical weapons 
  during the same Phase) you may add three times your Mastery 
  Level to each of the participating Heroes’ rolls. You must learn 
  five Swordsman Knacks at Rank 5 to become a Master. 
  Master Technique: An army whose General is a Master in 
  Unabwendbar has a distinct advantage in the battle, able to 
  snatch victory from the jaws of defeat. During the Tide of Battle 
  roll for Mass Combat, you may, once per battle, convert one past 
  loss into a win in order to help accumulate the three wins in a 
  row required for a victory. Thus, a Loss-Win-Win, a Win-Loss-
  Win, or a Win-Win-Loss can all become a Win-Win-Win, 
  resulting in immediate victory for your army. In addition, after 
  anyone in your party (including yourself) has failed a roll, you 
  may, once per Act, change their roll into the minimum number 
  needed for success. However, this ability cancels the effects of 
  any Raises that were made for the roll (preventing this ability 
  from being used: for special Knacks such as Eye Gouge, which 
  require Raises to succeed). 
  Example: For instance, if you try to hit a TN 25 guard, and you 
  Raise three times for damage, but only roll a 17 for your Attack, 
  you could use this ability to increase the roll to a 25, but the three 
  Raises you attempted would be discarded . without effect. 
  
  PAGE 118 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Montaigne 
  Bielung School 
  of Protectorate Defense 
  Country of Origin: Montaigne and Eisen 
  Throughout the rich lands of Montaigne exist the wealthy 
  merchants and nobles of possibly the greatest nation of Théah. 
  With all these aristocrats, merchants and their grand possessions 
  a need has arisen to protect and defend them. So it was that 76 
  years ago, in 1592, Albrecht Bielung split from the Eisenfaust 
  School and began to practice his own technique. 
  He saw the requirement which nobles and successful 
  guildsmen generated and acted on it, forming the Bielung School 
  of Protectorate Defense to instruct those trusted to defend their 
  charges. He took the quick, poor, but strong laborers and farm-
  hands of Montaigne and turned them into stout and dependable 
  guards, watchmen and escorts. 
  The technique teaches the use of the polearm as an effective 
  weapon within the confined spaces of mansions and warehouse, 
  added to which the desire to subdue and arrest trespassers and 
  thieves gives the students of this school good unarmed martial 
  skills. 
  The School is not too easy to get into as Victor Souss, the current 
  Principle, ensures that the students are able to direct their 
  attention to the task at hand and see through their duties. 
  Additionally it is not permissible for those who do not come 
  from an acknowledged martial background to gain the techniques 
  taught here. This is to discourage would-be assassins, spies and 
  thieves from gaining the secrets of the School. 
  The obvious weakness of this School is that those who train in 
  it are too willing to sacrifice themselves to defend another and 
  often leave themselves open for quick debilitating strikes. 
  Membership: Unlike other Swordsman Schools, Bielung 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Requirements: Candidates must possess at least the following in 
  order to be allowed to join this School: Resolve Rank 3 or better, 
  Guardsman Skill, either of the Academy, Citation or Commission 
  Advantages 
  Basic Curriculum: Polearm, Wrestling 
  Swordsman Knacks 
  Corps-á-corps: Corps-á-corps is the art of close, or body against 
  body, fencing. You declare that you are using this Knack instead 
  of another attack Knack. If your Corps-á-corps roll is successful, 
  you inflict a 0k1 bare-handed attack and your opponent then falls 
  down and becomes prone. 
  Disarm (Polearm): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Lunge (Polearm): A Lunge is an aggressive attack that leaves 
  your defense open for a moment. When you declare a Lunge, use 
  this Knack to attack. You roll two extra unkept Damage dice if 
  your attack is successful. However, your TN to be Hit drops to 5 
  for this Phase, and you may not use any form of Active Defense 
  for the rest of this Phase. 
  Exploit Weakness (Bielung School of Protectorate Defense): 
  Once you have attended a School, you have not only learned its 
  strengths, but its weaknesses as well. Whenever you duel 
  someone who is using a School whose weakness you are familiar 
  with, even if you aren’t currently using that style of fighting 
  yourself, you gain a number of unkept dice equal to your Rank in 
  your Exploit Weakness Knack to all your Attack and Active 
  Defense rolls. A Swordsman who attends more than one School 
  obviously knows more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Initially the student is taught how to 
  protect another from harm and the ways in which two people can 
  work to defend each other cooperatively. The Apprentice may 
  forgo an Action to add a number of unkept dice equal to their 
  Parry (Polearm) Knack Rank to the next Active Defense roll 
  made by a companion. This is limited to a maximum number of 
  dice equal to the target’s own defensive Knack Rank. 
  Example: If the companion is using Footwork 2, then only 2 
  more unkept dice may be added by the Apprentice, even though 
  he may have Parry (Polearm) 4. 
  Journeyman Technique: The Journeyman can strike with a 
  polearm multiple times in quick succession. Like a quarterstaff, 
  the haft of the polearm is used to make several rapid blows. 
  Decide how many attacks you wish to make (limited to a 
  maximum equal to the Journeyman’s Attack (Polearm) Knack 
  Rank) then reduce each Attack by two unkept dice for each 
  additional Attack. This is applied to both the Attack and Damage 
  rolls. 
  Example: A Brawn 3, Finesse 4, Attack (Polearm) 4 Swordsman 
  decides to make 3 attacks. Each is Attack now at 4k4, rather than 
  8k4, and the damage of each is reduced to 2k2, as opposed to 
  6K2. 
  Master Technique: Firstly, the Bielung Master gains a Free 
  Raise on any attempts to spot a use of either Conceal, Disguise 
  or Unobtrusive. Additionally a Master may take a successful hit 
  against themselves or make an immediate Attack (Anything) roll 
  which can only be defended with Passive Defense. The Master 
  then deals a Dramatic Wound to his opponent for each Dramatic 
  Wound dealt to him, plus one additional Dramatic Wound. This 
  can only be accomplished once per Scene, and you cannot inflict 
  more Dramatic Wounds in one hit than your Brawn Rank. If the 
  Attack you make would leave you Crippled or Knocked Out, the 
  effect of it is ignored for this one Action only. 
  Example: While defending a noblewoman’s child against two 
  assassins, Juliette-Anne steps into the blow of one of them and 
  receives two Dramatic Wounds, but in doing so immediately 
  makes an Attack (Pugilism) roll, ignoring her Crippled status, 
  and whacks her opponent’s windpipe for three Dramatic Wounds, 
  dropping him. 
  Boucher 
  Country of Origin: Montaigne 
  The Boucher style of fighting was forged in the streets of 
  Montaigne, and isn’t really considered a “Gentleman’s School.” 
  However, some duelists are more concerned with results than 
  with the impression they make on their peers; this style is 
  designed with them in mind. Students of Boucher wield a long 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 119 
  knife in each hand, and use the two together in a series of attacks 
  designed to confuse and disorient the opponent. 
  Boucher is one of the fastest fighting styles taught in Théah 
  today. Once the superior reach of the opponent’s weapon has 
  been overcome, the knife fighter starts a flurry of attacks that is 
  almost impossible to stop. 
  On the other hand, Boucher uses two weapons with short reach. 
  A clever opponent who can hold even a Master of Boucher at 
  arm’s reach will have little trouble dispatching the troublesome 
  fighter. 
  Membership: Unlike other Swordsman Schools, Boucher 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Criminal, Knife 
  Swordsman Knacks 
  Double Attack (Knife/Knife): When you use this Knack you 
  make two quick attacks against your opponent, one right after the 
  other. You must declare that you are using a Double Attack 
  before you attack, and then roll the two attacks using this Knack. 
  The TN to hit your opponent is increased by ten when you are 
  using Double Attack. 
  Double Parry (Knife/Knife): A Double Parry is a parry with 
  two blades (usually two knives) crossed before you. You may 
  declare that you are using this Knack instead of an ordinary 
  Parry as an Active Defense. Success grants one free Drama Die, 
  which can be used for a number of Phases equal to your Double 
  Parry Rank. In any event, if you do not use the Drama Die by the 
  end of the Round, you lose it. 
  Riposte (Knife): A Riposte is a parry followed up immediately 
  with a counterattack. You first attempt an Active Defense against 
  the incoming Attack, and then, if the Active Defense is 
  successful, make an attack of your own on the person who just 
  attacked you. When performing a Riposte, you receive half the 
  dice from your Parry Knack (round down) for your Active 
  Defense, and half the dice from your Attack Knack (round down) 
  for your counterattack. For every Rank in Riposte, you may add 
  one unkept die to either the Active Defense attempt or the 
  counterattack. These dice are added after you’ve halved the 
  appropriate Knacks. 
  Example: If Guiseppe has Attack (Fencing) 4, Parry (Fencing) 3, 
  and Riposte 3, then he would round his Attack Knack down to 2 
  and his Parry Knack down to 1, and then he would have three 
  unkept dice to add to either of them. Thus, he might add two dice 
  to Parry and one die to Attack for a total Rank of 3 in each 
  Knack. 
  Exploit Weakness (Boucher): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Students of the Boucher style of 
  fighting are trained to wield a knife in each hand. This negates 
  the off-hand penalty when using a knife. They are also trained to 
  get inside an enemy’s guard and strike quickly; add the current 
  Phase to your Initiative Total when wielding a knife in each 
  hand. 
  Example: In Phase 6, you may add +6 to your Initiative Total. 
  Journeyman Technique: Journeymen have learned to draw their 
  opponent’s attention to the knife that isn’t attacking them. When 
  you are wielding a knife in each hand, all opponents must make 
  at least 2 Raises when attempting to use an Active Defense 
  against your knife attacks. 
  Master Technique: You may unleash a flurry of attacks against 
  a single opponent. You must make at least 1 Raise on the first 
  attack, but receive no benefit from it. If you successfully hit your 
  target’s Passive Defense TN (even if the attack is Actively 
  Defended against) you receive another attack against the same 
  target. This time you must make 2 Raises, which again give you 
  no benefit. This cycle continues, increasing the number of Raises 
  required by +1 each time, until an attack fails to hit the target’s 
  Passive Defense. Damage rolls and Wound Checks are made for 
  each successive successful attack. 
  du Ponte 
  Country of Origin: Montaigne 
  Restrictions: Porté Sorcerers only 
  The School opened in secrecy by the master of espionage 
  Marie du Ponte is an eccentric one, to be certain. Specializing in 
  the practical methods of the crossbow, the School only admits 
  worthy Porté Sorcerers to its ranks. Their secretly forged 
  crossbow bolts are engineered for the specific purpose of 
  Blooding and use with Porté. 
  The du Ponte archer knows not to stand, point and shoot, as is 
  commonly taught, for then your enemy knows how you will 
  attack. Instead they are taught to visualize aiming before they 
  raise their crossbow, often having a ready target in mind by the 
  time the quarrel is nocked. 
  The weakness of the du Ponte style is in its indirectness. Often 
  hesitant to shoot at the most obvious target, the du Ponte 
  bowman will loose his chance of attack and be struck down by a 
  more ambitious opponent. 
  Membership: Unlike other Swordsman Schools, du Ponte 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Crossbow, Dirty Fighting 
  Swordsman Knacks 
  Arc (Crossbow): Students of this Knack spend months learning 
  the fine art of arcing a shot from a missile weapon to hit distant 
  targets. For each Rank in this Knack, increase the Range of the 
  missile weapon by five yards. 
  Feint (Crossbow): When attacking an enemy, you can declare a 
  Feint. Roll Finesse+Feint; you must roll a number of Raises 
  equal to your enemy’s Wits. If you manage this, he cannot avoid 
  the attack using any Active Defense. 
  Pommel Strike: Pommel Strike is used to smash the hilt or butt 
  of your weapon into your target’s face. You declare that you are 
  using this Knack instead of the Attack Knack. If your attack gets 
  through, you inflict 0k2 Damage, and your opponent’s TN to be 
  Hit is reduced to 5 until the end of the next Phase. 
  Exploit Weakness (du Ponte): Once you have attended a 
  School, you have not only learned its strengths, but its 
  
  PAGE 120 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: An Apprentice is trained to aim while 
  reloading. Any Action Die spent reloading may also be spent 
  aiming, providing an unkept Damage die to the next Attack 
  against the declared target. This may only be used once per 
  Attack (thus, the bowman can't spend six actions reloading and 
  gain six unkept dice), and only applies to the declared target. 
  Apprentices may have two Blooded crossbow bolts that only 
  count as one object, for purposes of determining the number of 
  links a Porté Sorcerer can have. 
  Journeyman Technique: As a Journeyman, a du Ponte student 
  is taught to open a Portal directly into a target that they have just 
  struck with a Blooded bolt, ripping through both space and flesh. 
  If a Dramatic Wound is inflicted with a Blooded bolt, the 
  Sorcerer may spend a Drama Die as his next Action to make a 
  2k2 bare-handed attack using his Bring Knack. This also 
  retrieves the bolt. Journeymen may have three Blooded crossbow 
  bolts that only count as one object, for purposes of determining 
  the number of links a Porté Sorcerer can have. 
  Master Technique: A Master of du Ponte has mastered the 
  ability to Walk to his bolts. When using the Walk Knack, the act 
  of opening the Portal to one of his bolts (usually just fired) is 
  reduced to one Action. Also, the Master may spend an Action 
  Die to reduce the number of Rounds left of Portal Sickness by 
  one. Masters may have four Blooded crossbow bolts that only 
  count as one object, for purposes of determining the number of 
  links a Porté Sorcerer can have. 
  Rois et Reines 
  Country of Origin: Montaigne 
  The Rois et Raines firearm techniques are a relatively new 
  innovation. They were developed especially for the Musketeers, 
  but the training has since spilled over into more common usage. 
  Arced fire, carefully maintained and cleaned weapons, and 
  exacting precision when measuring powder all contribute to a 
  longer range on the battlefield. That’s not to say that a student of 
  Rois et Reines cannot defend himself up close—far from it. They 
  drill extensively using bayonets, giving them a fearsome 
  advantage against any group not prepared to handle polearms. 
  The main weakness of the Rois et Reines style is the 
  dependency on missile fire. The hand-to-hand techniques are not 
  nearly as advanced as those of may of the other Swordsman 
  Schools on Théah. The heavy muskets are not designed to be 
  polearms, and against a group even casually equipped to deal 
  with spears or pikes, the Rois et Reines School is not terribly 
  effective. 
  The Exploit Weakness (Rois et Reines) Knack is effective only 
  against an opponent wielding a mounted bayonet, not against an 
  enemy sniper taking aim at the Hero. 
  Membership: Unlike other Swordsman Schools, Rois et Reines 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Firearms, Polearms 
  Swordsman Knacks 
  Beat (Polearm): When attacking an enemy, you can declare a 
  Beat, in an attempt to knock your opponent’s weapon aside and 
  put him off-balance. You roll Finesse+Beat, and must roll a 
  number of Raises equal to your enemy’s Brawn in order for your 
  Beat to be successful. If you are successful, he cannot avoid the 
  attack using any Active Defense. 
  Lunge (Polearm): A Lunge is an aggressive attack that leaves 
  your defense open for a moment. When you declare a Lunge, use 
  this Knack to attack. You roll two extra unkept Damage dice if 
  your attack is successful. However, your TN to be Hit drops to 5 
  for this Phase, and you may not use any form of Active Defense 
  for the rest of this Phase. 
  Pommel Strike: Pommel Strike is used to smash the hilt or butt 
  of your weapon into your target’s face. You declare that you are 
  using this Knack instead of the Attack Knack. If your attack gets 
  through, you inflict 0k2 Damage, and your opponent’s TN to be 
  Hit is reduced to 5 until the end of the next Phase. 
  Exploit Weakness (Rois et Reines): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Students of the Rois et Reines style 
  become more adept at using firearms and bayonets. You receive 
  a +10 yard bonus to pistol and musket range, and the off-hand 
  penalty is negated when wielding a pistol. In addition, you 
  receive a Free Raise to all Attack rolls using a mounted bayonet. 
  Journeyman Technique: Journeymen of the Rois et Reines style 
  continue to improve their marksmanship over time. Your bonus 
  to musket and pistol range increases to +25 yards. In addition, 
  you may now draw and fire a pistol using one Action. Lastly, you 
  add 10 to your Initiative Total when wielding a mounted 
  bayonet, thanks to the reach that the makeshift polearm gives 
  you. 
  Master Technique: Masters of the Rois et Reines style are crack 
  shots under any conditions. The bonus to your musket and pistol 
  range is increased to +50 yards. In addition, you may now spend 
  a Drama Die to negate all normal modifiers to a target’s TN for 
  one attack. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 121 
  Example: A target with a TN 20 still only requires a 20 to hit, 
  regardless of cover, range, or other similar considerations. 
  TN-modifying special abilities such as the Aldana Journeyman 
  ability or the Pyeryem Armor Boon still apply. 
  Tout Près 
  Country of Origin: Montaigne 
  The Tout Près school is not so much a fighting style as an 
  embodiment of the philosophy, “the best weapon is the one that’s 
  close at hand.” Practitioners of the Tout Près school have been 
  known to pummel their enemies with everything from planks to 
  fireplace pokers to chamber pots. When your enemies have 
  surprised you in an inn and you have nothing more than a bottle 
  of wine and a ham to defend yourself, there are few schools that 
  are more useful, since Tout Près is the only Swordsman school 
  that offers formal training with Improvised Weapons. 
  This “philosophy” is most effective when backed up with a 
  more traditional fencing weapon, since steel is always a welcome 
  addition to any defense. Lead-weighted wide-brimmed hats are a 
  popular choice of apparel for students of Tout Près. Such a hat is 
  considered an Improvised Weapon (1k1 Damage). 
  A stool doesn’t command the same respect as a fine rapier, 
  however, and experienced opponents will press through with 
  attacks that they would have held off with had the student been 
  better armed. 
  Membership: Unlike other Swordsman Schools, Tout Près 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Dirty Fighting, Fencing 
  Swordsman Knacks 
  Corps-á-corps: Corps-á-corps is the art of close, or body against 
  body, fencing. You declare that you are using this Knack instead 
  of another attack Knack. If your Corps-á-corps roll is successful, 
  you inflict a 0k1 bare-handed attack and your opponent then falls 
  down and becomes prone. 
  Double Parry (Fencing/Improvised Weapon): A Double Parry 
  is a parry with two blades (usually a fencing weapon and a main 
  gauche) crossed before you. You may declare that you are using 
  this Knack instead of an ordinary Parry as an Active Defense. 
  Success grants one free Drama Die, which can be used for a 
  number of Phases equal to your Double Parry Rank. In any 
  event, if you do not use the Drama Die by the end of the Round, 
  you lose it. 
  Tagging (Improvised Weapon): Tagging is a particularly flashy 
  piece of showing off with your weapons, designed to temporarily 
  dishearten your enemy. This could be anything from cutting off a 
  lock of his hair to carving your initials in his shirt. You must use 
  this Knack instead of your Attack Knack for your Attack roll. If 
  you successfully hit, the attack causes no damage, but you can 
  cause one of two things to happen. Either your target loses a 
  Drama Die until the end of the battle (after which it returns), or 
  you can gain a Drama Die yourself until the end of the battle 
  (after which it disappears, if unspent). These Drama Dice never 
  become Experience Points, even if the battle was the last thing to 
  happen in the Story. 
  Exploit Weakness (Tout Près): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Students of the Tout Près school are 
  intimately familiar with many common objects that they might 
  need to defend themselves. The off-hand penalty is negated when 
  you are using an Improvised Weapon. In addition, you receive 
  one Free Raise when using Parry (Improvised Weapon) as an 
  Active Defense. 
  Journeyman Technique: Journeymen of the Tout Près school 
  learn to react quickly to new situations, and receive instruction in 
  many skills that are useful in getting out of the way of an 
  oncoming blow. You may pick up and attack or parry with an 
  Improvised Weapon in a single Action. In addition, you receive a 
  Free Raise to any non-Parry Active Defense you attempt. 
  Master Technique: Masters of Tout Près use their Improvised 
  Weapons to distract their opponents from the rapier in their other 
  hand. After an attack with an Improvised Weapon (whether 
  successful or not), the Master may spend one Action die (even 
  one from later in the Round) to perform an immediate attack 
  with a fencing weapon. This attack may not be Actively 
  Defended against. 
  Valroux 
  Country of Origin: Montaigne 
  The Valroux style of fighting is one of several that uses a 
  fencing weapon in the primary hand and a main gauche in the 
  off-hand. The fighting style is technically defensive, with the 
  main gauche used only to parry. Students of this style are prone 
  to teasing their opponents. They call attention to openings they 
  could have exploited, generally humiliate their opponents and 
  then finish them off whenever the duel grows wearisome. 
  One of the main strengths of this style is its speed. Masters of 
  Valroux strike more quickly and more often than anyone else. 
  They keep the duel moving around them in a dizzying circle, 
  striking faster and faster, all the while hurling insults that 
  infuriate their opponent. To win against a student of the Valroux 
  style requires an iron will and long patience. 
  The main flaw in the Valroux style of fencing is its arrogance. 
  A Swordsman familiar with it knows how to fake an opening that 
  his opponent could exploit. When the student of Valroux 
  mockingly call attention to the opening, there is a slight lowering 
  of his guard, and the Swordsman can strike. 
  Membership: Yes 
  Basic Curriculum: Fencing, Knife 
  Swordsman Knacks 
  Double Parry (Fencing/Knife): A Double Parry is a parry with 
  two blades (usually a fencing weapon and a main gauche) 
  crossed before you. You may declare that you are using this 
  Knack instead of an ordinary Parry as an Active Defense. 
  Success grants one free Drama Die, which can be used for a 
  number of Phases equal to your Double Parry Rank. In any 
  event, if you do not use the Drama Die by the end of the Round, 
  you lose it. 
  
  PAGE 122 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Feint (Fencing): When attacking an enemy, you can declare a 
  Feint. Roll Finesse+Feint; you must roll a number of Raises 
  equal to your enemy’s Wits. If you manage this, he cannot avoid 
  the attack using any Active Defense. 
  Tagging (Fencing): Tagging is a particularly flashy piece of 
  showing off with your weapons, designed to temporarily 
  dishearten your enemy. This could be anything from cutting off a 
  lock of his hair to carving your initials in his shirt. You must use 
  this Knack instead of your Attack Knack for your Attack roll. If 
  you successfully hit, the attack causes no damage, but you can 
  cause one of two things to happen. Either your target loses a 
  Drama Die until the end of the battle (after which it returns), or 
  you can gain a Drama Die yourself until the end of the battle 
  (after which it disappears, if unspent). These Drama Dice never 
  become Experience Points, even if the battle was the last thing to 
  happen in the Story. 
  Exploit Weakness (Valroux): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Learning the Valroux style of fighting 
  negate the off-hand penalty when using a dagger or main gauche, 
  and grants a Free Raise when parrying with one of those 
  weapons in your off-hand. 
  Journeyman Technique: Journeymen have learned how to 
  “raise the stakes” in a fight. Whenever you call for at least one 
  Raise when attacking an opponent and you succeed, that 
  opponent must, on his next Attack against you, Raise at least as 
  many times as you did. 
  Master Technique: Masters of Valroux are the fastest 
  Swordsmen in the world. When you reach this Rank, you gain a 
  +1 bonus to your Panache Trait for free. This also raises the 
  maximum Rank your Panache can be raised to by +1. Thus, a 
  Master of Valroux can raise his Panache to 6 (or even 7, with the 
  Legendary Trait Advantage). 
  Pirate Nations 
  Rogers 
  Country of Origin: None (Any pirate can learn it for 25 HP) 
  Restrictions: Pirates only 
  Rogers is a style of fighting passed down from pirate to pirate 
  over the years. Captain Rogers is rumored to have invented the 
  basic techniques, but is has been added to so much over the years 
  that it no longer resembles the original style. Old tricks get 
  retired and new ones come into their own as time passes. 
  Rogers relies heavily on the use of tricks to confuse and 
  outmaneuver the enemy, but it also teaches Swordsmen how to 
  cope with the rolling of a ship during a fight. While the 
  landlubbers slam up against the railing, the pirates move in for 
  the kill. 
  The main weakness of the Rogers style is the peculiar 
  balancing technique taught to students. While normally effective, 
  a knowledgeable opponent can watch for a particular flexing of 
  the legs, during which the student cannot dodge effectively. This 
  flex is so ingrained in the student that it even occurs on land. 
  Membership: Unlike other Swordsman Schools, Rogers 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Dirty Fighting, Fencing 
  Swordsman Knacks 
  Bind (Fencing): A Bind is only usable against an opponent’s 
  fencing weapon. It locks your sword (or buckler, or panzerhand) 
  and his sword together. To use this attack, you declare that you 
  are attempting to Bind your opponent’s weapon, and then roll to 
  attack using this Knack. If successful, you have momentarily 
  bound his sword. While the two of you are in the Bind, neither of 
  you can use your bound item. 
  To try to break your hold, your opponent spends an Action die, 
  and then makes a Contested roll: opponent’s Brawn+Parry (in the 
  weapon you have bound) versus your Brawn+Bind. If he wins, 
  the hold is broken; otherwise it holds fast. You, on the other 
  hand, may spend Action dice to improve your hold. Each Action 
  die you spend gives you a Free Raise from now on when your 
  opponent tries to break your hold. If your opponent wishes, he 
  may simply release his weapon, but that will leave it in your 
  hands. 
  Corps-á-corps: Corps-á-corps is the art of close, or body against 
  body, fencing. You declare that you are using this Knack instead 
  of another attack Knack. If your Corps-á-corps roll is successful, 
  you inflict a 0k1 bare-handed attack and your opponent then falls 
  down and becomes prone. 
  Disarm (Fencing): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Exploit Weakness (Rogers): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: You can use your Balance Knack in 
  place of any Parry Knack. In addition, you learn one Pirate Trick 
  (see below). 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 123 
  Journeyman Technique: You add +5 to your TN to be Hit while 
  aboard ship, unless surprised. You also learn one additional 
  Pirate Trick. 
  Master Technique: You gain a +2 bonus to your Fear Rating. If 
  you don’t already cause Fear, you gain a Fear Rating of 2. You 
  also learn two additional Pirate Tricks. 
  Pirate Tricks 
  Those pirates who learn the Rogers fighting style employ all 
  sorts of gimmicks and misdirection to outfox their opponents, 
  and may choose their tricks from the following list: 
  Against the Rails: You receive a Free Raise when you use Corp-
  á-corps while your target is using Balance as his Defense Knack. 
  Belay That: You roll and one extra Kept die for damage when 
  attacking your opponent with a belaying pin (your attack inflicts 
  2k2 damage, not including Brawn). You receive no off-hand 
  penalty when wielding a belaying pin. 
  Dagger Ride: By spending one Action, you can drive a knife 
  into a nearby sail and ride it to the deck below, thus avoiding all 
  falling damage. While doing this, you can attack someone below 
  you using Finesse + Balance. If your attack succeeds, you inflict 
  +1 unkept dice of damage for every full 2 Levels you descended. 
  Death From Above: If you are at least +1 Level higher than 
  your target, you may spend one Action to swing down and attack 
  him using Panache + Swinging. If your attack succeeds, it 
  inflicts 3k1 damage, and your opponent becomes prone. If your 
  attack fails, you must roll Panache + Swinging against a TN of 
  15 or become prone yourself. 
  Hold Your Liquor: You receive the Able Drinker Advantage for 
  free. In addition, receive a Free Raise when attacking with a beer 
  mug (an Improvised Weapon, inflicting 0k1 damage). 
  Kick Up: You may grab a sword off the ground and attack with 
  it in the same Action, provided you re standing right next to it at 
  the start of your Action. 
  Over The Side: The Boarding rolls of your side in a Boarding 
  Action are increased by +1. Up to three Rogers Swordsmen may 
  modify the Boarding roll of a single side. 
  Quick Draw: You may draw and fire a pistol in one Action. 
  Sea Legs: You may roll an extra Kept die when using your 
  Balance Knack. This does not increase your TN to be Hit when 
  using it as your Defense Knack, but it does improve your Active 
  Defense rolls. 
  Sidearm: You receive no off-hand penalty when using a pistol. 
  Ussura 
  Bogatyr 
  Country of Origin: Ussura 
  While the typical fighting style of the Ussurans in times of war 
  employs hatchets behind a shield wall, this is not so effective in 
  individual combat. The Bogatyr style of fighting makes use of a 
  full-sized woodsman’s axe and forgoes the use of the shield. Its 
  practitioners are known for their ferocity and courage, and 
  indeed the word “Bogatyr” refers to the wandering knightly class 
  which constitute some of Ussura’s greatest heroes. During times 
  of war, the peasants are gathered and armed, and given minimal 
  training in how to form a shield wall and work as a unit. Most 
  Bogatyrs work independently from the peasants, seeking out and 
  fighting the members of the opposing army who are better than 
  the typical enemy soldier, especially the commanders. The 
  Bogatyrs who do work with a unit usually work behind it, 
  keeping the peasants in line by ensuring that they fear the 
  Bogatyrs more than the army marching towards them. 
  The Bogatyr school is currently a source of political tension 
  between the Swordsman’s Guild and the Gaius. The Guild 
  refuses to grant membership to practitioners of any of Ussura’s 
  anachronistic fighting styles. On the other hand, the Guild wishes 
  to operate in Ussura, selling their services there freely. The Gaius 
  has made it clear that the Guild may only operate within Ussura’s 
  borders if the Bogatyrs formally join the Guild. After much 
  political wrangling, the situation settled into an unspoken 
  compromise. Bogatyrs are considered members of the 
  Swordsman’s Guild while they are in Ussura or on a seagoing 
  vessel flying Ussura’s flag, but not in any other situation. 
  The strength of this school is its overwhelming ferocity and 
  intimidating techniques. Opponents rarely wish to engage a 
  howling Bogatyr in combat. The weakness of this school is its 
  reliance on offense over defense. Cautious, patient opponents 
  may catch the Bogatyr while he is recovering from a swing, or 
  following through on a swing that missed. 
  Membership: Yes and No. Students of this School are 
  considered members of the Swordsman’s Guild while within the 
  borders of Ussura or on a vessel flying that nation’s flag. They 
  do not have any of the advantages of the Guild when they are 
  abroad. Consequently, they get five Knacks from the Hunter 
  Skill at Rank 1, instead of three, for having the Skill in their 
  Basic Curriculum. 
  Basic Curriculum: Hunter, Heavy Weapon 
  Swordsman Knacks 
  Lunge (Axe): The axe used is a heavy weapon. A Lunge is an 
  aggressive attack that leaves your defense open for a moment. 
  When you declare a Lunge, use this Knack to attack. You roll 
  two extra unkept Damage dice if your attack is successful. 
  However, your TN to be Hit drops to 5 for this Phase, and you 
  may not use any form of Active Defense for the rest of this 
  Phase. 
  Pommel Strike (Axe): Pommel Strike is used to smash the hilt 
  or butt of your axe (heavy weapon) into your target’s face. You 
  declare that you are using this Knack instead of the Attack 
  Knack. If your attack gets through, you inflict 0k2 Damage, and 
  your opponent’s TN to be Hit is reduced to 5 until the end of the 
  next Phase. 
  Throw (Axe): You hurl your axe (heavy weapon-sized, not a 
  hand or throwing axe) toward your opponent with deadly force. 
  You may throw a heavy weapon (usually an axe) as an attack. 
  When you do so, use this Knack instead of your Attack (Heavy 
  Weapon) Knack. The Range for such an axe is two times your 
  Brawn in yards. 
  Exploit Weakness (Bogatyr): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  
  PAGE 124 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Techniques 
  Apprentice Technique: Apprentices of the Bogatyr School 
  practice swinging their axes with great accuracy. They get a Free 
  Raise when attacking with an axe. 
  Journeyman Technique: Journeymen of the Bogatyr strike 
  incredibly forceful blows capable of inflicting injury on even the 
  sturdiest of foes. They roll an extra Kept die for Damage with an 
  axe (+1k1, for a total of 4k3 before adding Brawn). 
  Master Technique: Masters of this School have a reputation for 
  savage ferocity in combat. They often wear skulls, fangs and 
  claws from wild animals they have slain, and they shout fiercely 
  at the beginning of combat, unnerving their enemies. Increase the 
  character’s Fear Rating by 2. If he does not already have a Fear 
  Rating, he now has a Fear Rating of 2. The character also gets 2 
  Free Raises to any attempt to resist the effects of Fear. 
  Buslayevich 
  Country of Origin: Ussura 
  The archers of Ussura are respected throughout Théah, not 
  because they have developed a special School of archery, like the 
  Goodfellow School in Avalon, but because archery is a way of 
  life in Ussura. They see it less as a form of combat than as a 
  means of staying alive, hunting and killing for their food with 
  silent efficiency. Most Ussuran archers have inhuman patience. 
  They draw a bead on their target, aim carefully, and fire only 
  when they know the shaft will fly true. 
  This technique does not apply to the disciples of Volkh 
  Buslayevich, however. Buslayevich was a bandit who used his 
  bow from horseback. He would thunder out of the woods, firing 
  his bow quickly and accurately, grab what he wanted without 
  slowing his horse, and ride off at top speed. Those few who 
  survived his assaults said that he attacked swiftly and departed 
  even more rapidly than he arrived. He taught his children his 
  methods, and they taught others, and soon his ways became 
  emulated throughout the nation. 
  During rare times of war, horse-mounted archers constitute an 
  elite cavalry raiding force. The Buslayevich School teaches 
  horsemanship and a reflexive style of archery which allows the 
  student to fire quickly without sacrificing much accuracy. In fact, 
  its students are surprisingly accurate despite the School’s 
  philosophy that the archer should merely point a bow at his 
  target rather than carefully aim. 
  The weakness of this school is its reliance on instinct, speed 
  and maneuverability. As effective as these traits are, they can be 
  turned against the student by someone with a superior 
  understanding of the terrain and the ability to force the archer 
  into positions that limit his options. 
  Membership: Students of the Buslayevich School do not gain 
  membership in the Swordsman’s Guild for free. Instead, they get 
  an extra Rank in one of their Swordsman Knacks for free. 
  Basic Curriculum: Archer, Rider 
  Swordsman Knacks 
  Charge (Bow): This Knack allows you to try to hit early and 
  often, then withdraw to a place of safety. You may lower one of 
  your Action dice by your Knack Rank (to a minimum of one) 
  just before Phase one of the first Round of each combat. 
  Horse Archery: This replaces the Attack (Bow) Knack when 
  firing a bow from horseback. In all other ways, it functions the 
  same way as the Attack (Bow) Knack. Students of the 
  Buslayevich School may buy this Knack as if it were a Basic 
  Knack. 
  Trick Riding: This Knack is what you use for stunt riding, or 
  similarly difficult riding maneuvers. Trick Riding lets you stand 
  while riding (TN 15), do handstands on horseback (TN 20), hang 
  off one side of the horse for cover (TN 20), and other flashy 
  tricks. A well-trained mount may give the rider a Free Raise. 
  Exploit Weakness (Buslayevich): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Students of the Buslayevich School are 
  the best mounted bowmen in the known world. Apprentices of 
  this School get a Free Raise to all of their Horse Archery rolls, 
  and to any attempt to control their horses without using reins. 
  Journeyman Technique: Journeymen of the Buslayevich 
  School have expanded their expertise with horses to such an 
  extent that they can easily outperform other riders. The student 
  gets a number of Free Raises equal to his Mastery Level for all 
  Trick Riding and Animal Training rolls, and one Free Raise to 
  any Chase rolls he makes while on horseback. 
  Master Technique: Masters of the Buslayevich School often 
  accomplish feats of horsemanship and archery that seem 
  inhuman. The student gains one free Rank of Horse Archery, 
  raising it to a 6. Furthermore, at the start of each battle, he gets 3 
  extra Drama Dice that can only be used while he has a bow in his 
  hand or while he is on horseback. These dice never become 
  Experience Points and are lost at the end of the battle if they 
  have not been used. Also, he gets one more Free Raise to any 
  Chase rolls he makes while on horseback (for a total of two). 
  Dobrynya 
  Country of Origin: Ussura 
  Ussurans are famous for being hardy and tough. The warriors 
  who dedicate themselves to the study of the Dobrynya School 
  have chosen to embody these qualities. Their fighting style does 
  not require weapons, nor does it rely on fancy tricks or 
  deceptions. It teaches its students to endure pain, to persist in 
  spite of hardship, and to come out of a fight victorious by virtue 
  of endurance and tenacity, leaving their enemy literally crushed. 
  These wrestlers practice intensely in the cold outdoors, often 
  with little clothing on. They adapt to the hardships of their 
  environment. They run at least a mile into the woods every 
  morning. They practice their techniques by finding trees of the 
  right diameter, removing their shirt, and embracing the trunk in a 
  bear hug. They apply as much force as they can for an hour or 
  more, straining with all their might against the tree. Then they 
  run back. They do these things regardless of the cold, or the 
  snow, or the rain, or any other concerns of the weather. 
  The fighting style of the Dobrynya School is simple, but 
  effective. The wrestler grapples with his opponent and places 
  him in a bear hug, then squeezes the life out of him This may 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 125 
  take a long time, but the student is patient and strong enough to 
  wait and let time and pressure take their course. 
  The weakness of this school is that its practitioners must get 
  close enough to grab the opponent and maintain a hold on him 
  Opponents who can avoid the wrestler’s grasp have a definite 
  advantage. 
  Membership: Students of the Dobrynya School do not receive 
  free membership in the Swordsman’s Guild. Instead, they get an 
  extra Rank in one of their Swordsman Knacks for free. 
  Basic Curriculum: Athlete, Wrestling 
  Swordsman Knacks 
  Bear Hug: You grasp your opponent firmly with both arms and 
  attempt to squeeze him into submission. Whenever your 
  opponent attempts to break a Bear Hug you have placed him in 
  and fails, or a Round ends, roll a number of dice equal to your 
  Knack Rank, and Keep one. Your opponent takes that many 
  Wounds, which he must immediately make a Wound Check 
  against. Students of the Dobrynya School may buy this Knack as 
  if it were a Basic Knack. 
  Disarm (Wrestling): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Fortitude: The character has accustomed his body to severe 
  punishment, increasing his tolerance for pain. For every Rank he 
  has in this Knack, the character gains a +1 bonus to all of his 
  Wound Check rolls. 
  Exploit Weakness (Dobrynya): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: The student has developed an advanced 
  understanding of the principles of wrestling. He knows the best 
  way to hold his opponent, and how to apply strength and 
  leverage to his maximum benefit. An Apprentice of the 
  Dobrynya style of fighting gets a Free Raise to any roll he makes 
  for the Grappling and Escape Knacks. Also, reduce the damage 
  the character takes from weather by one Kept die (-1k1) per 
  Mastery Level. 
  Journeyman Technique: At this level, the student has learned to 
  grip his opponent like a vise, and reflexively tightens his grip 
  when he experiences pain. Whenever the character takes Wounds 
  that inflict fewer than two Dramatic Wounds, anyone that they 
  currently are holding takes Wounds as from a Bear Hug. In 
  addition, the character gets a Free Raise to any roll he makes for 
  the Disarm (Wrestling) Knacks. 
  Master Technique: Masters of the Dobrynya School can 
  withstand punishment. Whenever you fail a Wound Check, 
  divide the amount you failed by in half (rounding down) before 
  suffering any additional Dramatic Wounds. In addition, years of 
  crushing enemies into submission have given you a grip like an 
  iron vise. Gain an extra Rank in the Bear Hug Knack, increasing 
  it to 6. 
  Kazak 
  Country of Origin: Ussura 
  Developed by the mercenary horseman from whom it is named, 
  Kazak embodies the thunder of approaching cavalry, the gleam 
  of wickedly curved steel descending from horseback, and the 
  blood-chilling war cries of a fierce people. The niceties of 
  standard fencing’s feint and tag hold no place in the vicious 
  directness of Kazak. 
  Mounted warriors of Ussura, the Kazaks have alternatively 
  fought for the causes of the Gaius or the Boyars—generally 
  whoever has the heaviest purse. Their favored weapon is the 
  saber, or shashqa, and incorporates aggressive slashing 
  techniques from the back of swift-moving steppe ponies. Fearful 
  accounts of the red-coated riders’ fast and brutal methods only 
  lend to credence to this style’s vaunted effectiveness. 
  The obvious weakness of Kazak is it’s reliance upon being 
  mounted; if the horse can be taken out from under the rider, 
  much of the advantage is lost (sometimes easier said than done). 
  Membership: Yes 
  Basic Curriculum: Fencing, Rider 
  Swordsman Knacks 
  Beat (Fencing): When attacking an enemy, you can declare a 
  Beat, in an attempt to knock your opponent’s weapon aside and 
  put him off-balance. You roll Finesse+Beat, and must roll a 
  number of Raises equal to your enemy’s Brawn in order for your 
  Beat to be successful. If you are successful, he cannot avoid the 
  attack using any Active Defense. 
  Lunge (Fencing): A Lunge is an aggressive attack that leaves 
  your defense open for a moment. When you declare a Lunge, use 
  this Knack to attack. You roll two extra unkept Damage dice if 
  your attack is successful. However, your TN to be Hit drops to 5 
  for this Phase, and you may not use any form of Active Defense 
  for the rest of this Phase. 
  Pommel Strike (Fencing): Pommel Strike is used to smash the 
  hilt or butt of your weapon into your target’s face. You declare 
  that you are using this Knack instead of the Attack Knack. If 
  your attack gets through, you inflict 0k2 Damage, and your 
  opponent’s TN to be Hit is reduced to 5 until the end of the next 
  Phase. 
  Exploit Weakness (Kazak): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  
  PAGE 126 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Riding down infantry is a specialty of 
  Kazak. You receive a Free Raise when attacking targets on foot 
  from horseback. 
  Journeyman Technique: A skilled rider and his mount move 
  almost as one; the Journeyman receives a +5 to his Passive 
  Defense derived from the Riding Knack. In addition, he receives 
  a Free Raise to Active Defense while mounted. 
  Master Technique: The ground-shaking charge of the Kazak 
  Master is worthy of dread. When mounted and moving at a 
  gallop, a successful Fencing Attack receives a bonus to Damage 
  equal to your Initiative Total. Also, for every Action die the 
  Master holds before the charge (up to a maximum of your Riding 
  Knack) you gain a +1 unkept dice bonus to your Attack. This 
  special Attack may only be used once per Round, and only with 
  sufficient room to build up momentum. 
  Sarrack 
  Country of Origin: Ussura 
  Sarrack, or “Graceful Edge”, is not widely taught due to the 
  need for the student to be rather more graceful and athletic than 
  the average Ussuran. The students are required to have the grace 
  and poise of a ballet dancer, along with the musculature and 
  passion of a Cossack. 
  The student is taught to fight with two long double-edged 
  knives, known as kynacs. These piercing blades are wielded as a 
  pair, neither being reduced to a parrying blade over the other, as 
  such the student has an advantage over every other fighting style: 
  it’s ability to adapt and conquer, much like the Ussurans 
  themselves. 
  The second aspect is the dance which accompanies this style. It 
  is formed of graceful, darting leaps and bounds. The student 
  whirls in a fast confusing arc about his opponent, slashing 
  forward at the crescendo of the piece in a deadly finale. 
  The disadvantage is that this style relies heavily on the poise 
  and finesse of the student; if this is broken or ignored and crass, 
  brute strength brought to bear then the student loses all 
  composure and is open to severe, and often blunt, injury. 
  Membership: Yes 
  Basic Curriculum: Knife, Athletics 
  Swordsman Knacks 
  Disarm (Knife): You can only use this Knack after an opponent 
  has just missed your Passive Defense. Spend an Action die to 
  make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Double Parry (Knife/Knife): A Double Parry is a parry with 
  two blades (usually a fencing weapon and a main gauche) 
  crossed before you. You may declare that you are using this 
  Knack instead of an ordinary Parry as an Active Defense. 
  Success grants one free Drama Die, which can be used for a 
  number of Phases equal to your Double Parry Rank. In any 
  event, if you do not use the Drama Die by the end of the Round, 
  you lose it. 
  Lunge (Knife): A Lunge is an aggressive attack that leaves your 
  defense open for a moment. When you declare a Lunge, use this 
  Knack to attack. You roll two extra unkept Damage dice if your 
  attack is successful. However, your TN to be Hit drops to 5 for 
  this Phase, and you may not use any form of Active Defense for 
  the rest of this Phase. 
  Exploit Weakness (Sarrack): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Learning this style allows the student to 
  fight equally well not only with his left and right hand, but also 
  against left- or right-handed opponents. This negates both the 
  off-hand penalty and the bonus opponents may gain from 
  fighting using a left-handed style. 
  Journeyman Technique: After years of discipline and practice 
  the student is able to leap about their opponent at will and easily 
  flank them for a position. Spend a Drama Dice and roll your 
  Finesse vs. opponent’s Wits, then gain a Free Raise on your 
  attack Knack for each rank you have in Dancing. 
  Master Technique: As the student masters this style, he realizes 
  that it is the overall impact of the fight that matters rather than 
  each individual step. Spend 1 Drama Die. You may forgo each of 
  your Action dice and put them aside. In phase 10 you 
  automatically gain an Attack action (usually taken with the 
  Lunge Knack). Gain one Free Raise for each Action die put aside 
  this Round, if you hit gain +1 Kept die of Damage for each 
  Action dice put aside. The Action die put aside can be used 
  either to gain a Free Raise or to add Kept dice for damage, i.e. 
  They form a pool. 
  Example: You act in 2,4, 7 and 9 and choose to put aside all 4 
  Action dice. In phase 10 make a Lunge Knack attack and you 
  decide to add 2 Free Raises for two of the Action dice, if you hit 
  then add 2 Kept dice of Damage, plus 2 unkept dice from the 
  Lunge to your Damage roll. Painful, eh? 
  Sombo 
  Country of Origin: Ussura 
  Ussura is a chilly land, and its people find many ways to stay 
  warm; while wrestling your erstwhile opponent into the ground 
  may not seem like a relaxing pastime, it does serve to work up a 
  sweat. Sombo is said to have origins in the wrestling of Ussuran 
  bears, a rumor which seems entirely possible when one sees a 
  student of the art in action! 
  Consisting almost entirely of grapples, locks, chokes, and joint-
  breaking techniques, Sombo elevates wrestling from mere sport 
  to lethal combat. Its instructors can be found in the back alleys 
  and dimly lit gymnasiums of Ussuran villages, passing on the 
  knowledge to students who can pass the grueling physical 
  requirements. 
  The main weakness of Sombo is the need to close with an 
  opponent and grapple before inflicting any real damage. A 
  defensive foe may evade the wrestler long enough to strike a 
  telling blow. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 127 
  Membership: Unlike other Swordsman Schools, Sombo 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Athlete, Wrestling 
  Swordsman Knacks 
  Corps-á-corps: Corps-á-corps is the art of close, or body against 
  body, fencing. You declare that you are using this Knack instead 
  of another attack Knack. If your Corps-á-corps roll is successful, 
  you inflict a 0k1 bare-handed attack and your opponent then falls 
  down and becomes prone. 
  Disarm (Wrestling): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Riposte (Wrestling): Similar to the Riposte Knack, but the 
  Riposte (Wrestling) Knack requires the use of Footwork as the 
  Active Defense portion of the maneuver. 
  A Riposte is a parry followed up immediately with a 
  counterattack. You first attempt an Active Defense against the 
  incoming Attack, and then, if the Active Defense is successful, 
  make an attack of your own on the person who just attacked you. 
  When performing a Riposte, you receive half the dice from your 
  Parry Knack (round down) for your Active Defense, and half the 
  dice from your Attack Knack (round down) for your 
  counterattack. For every Rank in Riposte, you may add one 
  unkept die to either the Active Defense attempt or the 
  counterattack. These dice are added after you’ve halved the 
  appropriate Knacks. 
  Example: If Guiseppe has Attack (Fencing) 4, Parry (Fencing) 3, 
  and Riposte 3, then he would round his Attack Knack down to 2 
  and his Parry Knack down to 1, and then he would have three 
  unkept dice to add to either of them. Thus, he might add two dice 
  to Parry and one die to Attack for a total Rank of 3 in each 
  Knack. 
  Exploit Weakness (Sombo): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Sombo holds are difficult to escape. The 
  Apprentice receives a Free Raise for purposes of maintaining a 
  Grapple in a Contested roll of Brawn + Wrestling. 
  Journeyman Technique: The Journeyman has learned to hold a 
  victim in the most effective, painful manner possible. You may 
  keep up to three dice for the Bear Hug Knack damage instead of 
  only one die, (you may still only keep a maximum number of 
  dice equal to your Bear Hug Knack). 
  Master Technique: A Master of Sombo goes from one move 
  right into another, methodically destroying an opponent literally 
  limb by limb. The TN for the Break Knack is +5 rather than +10. 
  Additionally, a current Grapple hold is not lost after a 
  successful Break maneuver; instead, any net raises gained from 
  maintaining a Grapple are lost (including the Free Raise from 
  Apprentice level) and must be regained normally. 
  Vendel/Vesten 
  Anders 
  Country of Origin: Vendel/Vesten 
  Using his knowledge as a talented doctor, Erick Anders has 
  been making a healthy profit recently teaching traveling 
  merchants to defend themselves from packs of scoundrels. Two 
  years ago, after Anders killed the sadistic rogue Aldana master 
  Juarez “El Jefe” Santiago-Medicini with but a single thrust to the 
  thigh, the Swordsman’s Guild accepted his style as an official 
  Swordsman School. 
  The power of the Anders style lies within its surgical precision 
  and knowledge of anatomy. It is a practical and direct style, 
  relying on attacks to specific areas of the body to kill or 
  otherwise remove one’s opponent as quickly as possible. 
  The disadvantage is that Anders emphasizes the need to aim, 
  which provides a bit too much caution and hesitation in the style. 
  Any opponent who is swift enough can break an Anders’ 
  defenses with a fleeting jab. 
  Membership: Yes 
  Basic Curriculum: Fencing, Doctor 
  Swordsman Knacks 
  Feint (Fencing): When attacking an enemy, you can declare a 
  Feint. Roll Finesse+Feint; you must roll a number of Raises 
  equal to your enemy’s Wits. If you manage this, he cannot avoid 
  the attack using any Active Defense. 
  Lunge (Fencing): A Lunge is an aggressive attack that leaves 
  your defense open for a moment. When you declare a Lunge, use 
  this Knack to attack. You roll two extra unkept Damage dice if 
  your attack is successful. However, your TN to be Hit drops to 5 
  for this Phase, and you may not use any form of Active Defense 
  for the rest of this Phase. 
  Riposte (Fencing): A Riposte is a parry followed up 
  immediately with a counterattack. You first attempt an Active 
  Defense against the incoming Attack, and then, if the Active 
  Defense is successful, make an attack of your own on the person 
  who just attacked you. When performing a Riposte, you receive 
  half the dice from your Parry Knack (round down) for your 
  Active Defense, and half the dice from your Attack Knack 
  (round down) for your counterattack. For every Rank in Riposte, 
  you may add one unkept die to either the Active Defense attempt 
  or the counterattack. These dice are added after you’ve halved 
  the appropriate Knacks. 
  Example: If Guiseppe has Attack (Fencing) 4, Parry (Fencing) 3, 
  and Riposte 3, then he would round his Attack Knack down to 2 
  and his Parry Knack down to 1, and then he would have three 
  unkept dice to add to either of them. Thus, he might add two dice 
  to Parry and one die to Attack for a total Rank of 3 in each 
  Knack. 
  Exploit Weakness (Anders): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  
  PAGE 128 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice: An Anders student is taught anatomy as part of his 
  basic curriculum. He may substitute his Diagnosis Knack for 
  Brawn when making Damage rolls. 
  Journeyman: Aiming is essential to the Anders curriculum. 
  Journeymen gain a Free Raise for every two raises called 
  whenever making a called shot. 
  Master: A master of Anders may opt to make an automatic 
  Dramatic Wound against his opponent instead of rolling for 
  damage by raising twice on an attack (+10 TN). 
  Halfdansson Harpoon 
  Country of Origin: Vendel/Vesten 
  The Vestenmannavnjar use harpoons to hunt at sea. They are 
  useful for dealing with sea serpents and sirens, as well as fighting 
  against people when one ship attempts to board another. The 
  students of the Halfdansson style of fighting use harpoons in a 
  vicious manner. They thrust their weapons deeply into their 
  victims and then grab another harpoon. It is difficult for an 
  enemy to fight effectively while impaled upon a long, barbed 
  object. Halfdansson’s students seek to anchor a harpoon within 
  an enemy’s body and then slay him at their leisure. 
  The weakness of this school is that its students focus too much 
  on making the perfect first attack, allowing a clever opponent to 
  take advantage of their preoccupation. 
  Membership: Unlike other Swordsman Schools, Halfdansson 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Polearm, Whaler 
  Swordsman Knacks 
  Disarm (Polearm): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Lunge (Polearm): A Lunge is an aggressive attack that leaves 
  your defense open for a moment. When you declare a Lunge, use 
  this Knack to attack. You roll two extra unkept Damage dice if 
  your attack is successful. However, your TN to be Hit drops to 5 
  for this Phase, and you may not use any form of Active Defense 
  for the rest of this Phase. 
  Pommel Strike (Polearm): Pommel Strike is used to smash the 
  hilt or butt of your weapon into your target’s face. You declare 
  that you are using this Knack instead of the Attack Knack. If 
  your attack gets through, you inflict 0k2 Damage, and your 
  opponent’s TN to be Hit is reduced to 5 until the end of the next 
  Phase. 
  Exploit Weakness (Halfdansson Harpoon): Once you have 
  attended a School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Students of the Halfdansson style of 
  fighting learn that the best way to use a harpoon is to pierce 
  deeply and let the target tire itself out. Apprentices get a Free 
  Raise when using a harpoon against aquatic creatures such as 
  sirens, leviathans, whales, sea serpents and so forth. Also, when 
  making a strike against a target, you may call a Raise to try to 
  impale your target. Should you inflict a Dramatic Wound with an 
  impaling attack, you have impaled your target. Impaled victims 
  have +5 to all their TNs and have their TN to be Hit reduced by 
  5. Furthermore, any substantial disturbance of the harpoon 
  impaling them causes 2k1 Damage. If a Dramatic Wound is 
  taken in this manner, the harpoon has come loose and is no 
  longer impaled in the victim. 
  Journeyman Technique: Journeymen have learned to strike 
  forcefully and accurately. They roll an extra unkept die for 
  harpoon Damage rolls. This does not affect the damage done by 
  an impaled harpoon. You no longer need to declare a Raise when 
  attempting to impale a target. 
  Master Technique: Masters of the Halfdansson School 
  instinctively know where to strike for the maximum effect, and 
  they anchor their harpoons deeply in the bodies of their targets. 
  You Keep an extra Damage die with a harpoon. You gain an 
  extra Rank of Throw (Harpoon). This may increase your Rank to 
  a 6. If it does not, you may later increase your Rank from 5 to 6 
  by spending 25 Experience Points. When you impale your target 
  with a harpoon, it must inflict 2 Dramatic Wounds before it 
  comes out. 
  Larsen 
  Country of Origin: Vendel/Vesten 
  The Larsen School is a common fencing style used by night 
  watchmen in Kirk, as well as a few criminals and muggers in that 
  city. The school teaches its students to use the darkness as their 
  friend, and to confuse their enemies by opening and closing a 
  mask on a bright lantern (they often use a fighting lantern for this 
  purpose). The sudden, dancing beam of light distracts an 
  opponent, allowing the student to penetrate his or her defenses. 
  The weakness of the Larsen style is that its students tend to 
  strike where the light from their lantern shines, making them 
  somewhat predictable. 
  Membership: Yes 
  Basic Curriculum: Fencing, Streetwise 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 129 
  Swordsman Knacks 
  Ambush: You have learned to spot likely places for an ambush 
  to occur and to watch for signs that people have concealed 
  themselves there. Naturally, this Knack cuts both ways, allowing 
  you to set up an ambush of your own. Students of the Larsen 
  School may buy this Knack as if it were a Basic Knack. 
  Feint (Fencing): When attacking an enemy, you can declare a 
  Feint. Roll Finesse+Feint; you must roll a number of Raises 
  equal to your enemy’s Wits. If you manage this, he cannot avoid 
  the attack using any Active Defense. 
  Parry (Lantern): Parrying is the act of putting your weapon or 
  shield between yourself and your enemies’ strikes. This Knack 
  can be used as your Defense Knack while you are using a 
  lantern. 
  Exploit Weakness (Larsen): Once you have attended a School, 
  you have not only learned its strengths, but its weaknesses as 
  well. Whenever you duel someone who is using a School whose 
  weakness you are familiar with, even if you aren’t currently 
  using that style of fighting yourself, you gain a number of unkept 
  dice equal to your Rank in your Exploit Weakness Knack to all 
  your Attack and Active Defense rolls. A Swordsman who attends 
  more than one School obviously knows more than one 
  weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices of the Larsen School 
  practice fighting at night You have no off-hand penalty when 
  using your Parry (Lantern) Knack. You also gain the Night 
  Trained Advantage for free, which means your penalties due to 
  darkness are reduced by -1 Kept die in dim lighting and -2 Kept 
  dice in total darkness. 
  Journeyman Technique: Your familiarity with the darkness has 
  grown even further. Reduce the penalties from darkness to –1 
  unkept die in dim lighting and –1 Kept die in total darkness. 
  Also, you have perfected the trick of dazzling your opponent 
  with the light from your lantern. To dazzle someone, spend an 
  action and make a Contested Wits+Feint roll versus his Wits. If 
  you succeed, increase all of his remaining Action dice by the 
  number of Raises you made on the roll. Any Action dice that are 
  increased beyond 10 are lost. 
  Master Technique: A lifetime of experience with acting in dim 
  light has allowed the Master of the Larsen School to become one 
  with the night He suffers no penalty to act in dim lighting, but in 
  total darkness suffers a one Kept die penalty. Furthermore, he 
  uses the shadows like a suit of armor. The Master’s TN to be Hit 
  is increased by 10 when he is in dim light and by 15 in total 
  darkness. 
  Leegstra 
  Country of Origin: Vendel/Vesten 
  Leegstra isn’t as much a fighting style as a philosophy or an act 
  of willpower. It is designed to be used with a Heavy Weapon, 
  such as a broadsword or an axe, and shows very little regard for 
  the student’s own safety. 
  A warrior using the Leegstra style has been compared to a 
  glacier: slow-moving, uncaring of any assault on itself and, 
  ultimately, unstoppable. It teaches the student to absorb blows 
  that would kill a lesser man and to focus incredible strength into 
  a single killing blow. There are many tales of warriors using the 
  Leegstra style to cleave off an opponent’s head with a flick of 
  their wrist. 
  The major flaw to the Leegstra style, as any student intimate 
  with its ins and outs can tell you, is its slow deliberation. Most 
  fencers continue to fight against students of Leegstra as they do 
  against anyone else, first testing here and there with experimental 
  lunges. They are usually tragically surprised when the Leegstra 
  Master utterly ignores them, sending a fatal blow crashing down. 
  The key is to be quick and final. The wise opponent stabs for the 
  heart, or the head, and then gets out of the way in a hurry. 
  Membership: Yes 
  Basic Curriculum: Heavy Weapon, Wrestling 
  Swordsman Knacks 
  Beat (Heavy Weapon): When attacking an enemy, you can 
  declare a Beat, in an attempt to knock your opponent’s weapon 
  aside and put him off-balance. You roll Finesse+Beat, and must 
  roll a number of Raises equal to your enemy’s Brawn in order for 
  your Beat to be successful. If you are successful, he cannot avoid 
  the attack using any Active Defense. 
  Corps-á-corps: Corps-á-corps is the art of close, or body against 
  body, fencing. You declare that you are using this Knack instead 
  of another attack Knack. If your Corps-á-corps roll is successful, 
  you inflict a 0k1 bare-handed attack and your opponent then falls 
  down and becomes prone. 
  Lunge (Heavy Weapon): A Lunge is an aggressive attack that 
  leaves your defense open for a moment. When you declare a 
  Lunge, use this Knack to attack. You roll two extra unkept 
  Damage dice if your attack is successful. However, your TN to 
  be Hit drops to 5 for this Phase, and you may not use any form of 
  Active Defense for the rest of this Phase. 
  Exploit Weakness (Leegstra): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: When learning the Leegstra style, you 
  learn how to focus blows from a Heavy Weapon. You may 
  choose to give up Action dice in order to deal extra Kept 
  Damage dice, should the blow cause damage. You may give up 
  as many Action dice as you desire, on a one-for-one basis. This 
  must be declared before the Attack roll is made, and if you miss, 
  the sacrificed Actions are wasted. 
  Journeyman Technique: Journeyman have learned to ignore 
  wounds that would kill lesser men. You may choose to give up 
  Action dice for Kept Brawn Dice during a Wound Check. You 
  may give up as many Action dice as you desire, one a one-for-
  
  PAGE 130 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  one basis. This must be declared before the Wound Check is 
  rolled, and if you fail the Wound Check anyway, the sacrificed 
  Actions are wasted. 
  Master Technique: Masters have learned to cause grievous 
  wounds using their Heavy Weapons. When your opponents fail a 
  Wound Check after being struck by your Attack (Heavy Weapon) 
  Knack, they take one Dramatic Wound plus an additional 
  Dramatic Wound for every full 10 points they missed the roll by, 
  as if they’d been hurt by a firearm. 
  Rasmussen 
  Country of Origin: Vendel/Vesten 
  Some Vendel feel that it is not enough to keep up with the 
  current trends; rather, they need to set new ones. They feel that 
  using swords to settle matters of honor has become horribly 
  outdated, and that the newer weapon, the pistol, ought to be the 
  weapon of choice for the new generation. A few, following the 
  principles of the late Erl Rasmussen, have put these ideals into 
  practice. They practice shooting daily, and have become 
  extremely accurate shots and quick at drawing their weapons. 
  The Swordsman’s Guild does not approve of their activities, and 
  it has become an unofficial policy for the two groups to harass 
  each other. The recent revelation that Master Val Mokk belongs 
  to the school has sent shockwaves through both sides. 
  Membership: Unlike other Swordsman Schools, Rasmussen 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a 3-point Obligation Background—
  to defend the School (and fellow students) from the 
  Swordsman’s Guild. 
  Basic Curriculum: Courtier, Firearms 
  Swordsman Knacks 
  Pommel Strike (Pistol): Pommel Strike is used to smash the hilt 
  or butt of your weapon into your target’s face. You declare that 
  you are using this Knack instead of another Attack Knack. If 
  your attack gets through, you inflict 0k2 Damage, and your 
  opponent’s TN to be Hit is reduced to 5 until the end of the next 
  Phase. 
  Reload (Pistol): You are able to reload a missile weapon quicker. 
  You are more effective at reloading pistols. For every Rank you 
  have in this Knack, your reloading time for pistols is reduced by 
  two Actions. 
  Trick Shooting (Pistol): You are skilled at making difficult 
  shots. For each Rank of Trick Shooting, you subtract 5 from any 
  penalties to your shot (for range, cover, etc.). Trick Shooting 
  cannot lower the shot’s TN below the target’s base TN to be Hit. 
  Example: If a target has a TN to be Hit of 15, plus 15 for 
  modifiers, an Archer with Trick Shooting 5 would negate all 15 
  points of modifiers, but he would not lower the base TN to be Hit 
  (which remains at the original 15). 
  Exploit Weakness (Rasmussen): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Apprentices have learned that once a 
  pistol is fired, it will take some time to reload. It is better to have 
  another pistol at hand. They learn to fire a pistol and quickly 
  draw another one. You have no penalty for using a pistol with 
  your off-hand. Also, you may draw and fire a pistol as one 
  action. Reduce your Short Range penalty with a pistol by 5 per 
  Mastery Level. 
  Journeyman Technique: Journeymen of the Rasmussen School 
  learn how to fire a pistol reflexively in response to a threat. You 
  may use an Interrupt Action to make an attack with a ready pistol 
  (you may spend 3 actions instead of the usual 2 to draw and fire 
  as an Interrupt Action). Also, add ten yards to your effective 
  range with a pistol. 
  Master Technique: Masters of the Rasmussen School have 
  learned that speed is one, but accuracy is final. They may spend 
  Actions to aid their pistol shot at a particular target. Each 
  consecutive action spent aiming a pistol gives a Free Raise to 
  Damage. You may add up to 3 unkept dice in this fashion. When 
  you are firing two pistols, the usual +1k1 bonus will apply, 
  making the damage 6k4, 7k4 or 8k4 depending on the number of 
  Actions spent aiming. You get a free Rank in Attack (Firearms). 
  This may increase your Rank to a 6. If it does not, then you may 
  later increase your Rank from a 5 to a 6 by spending 25 
  Experience Points. Add another ten yards to your effective range 
  with a pistol (+20 yards total). 
  Siggursdottir Axeman 
  Country of Origin: Vendel/Vesten 
  The Siggursdottir School is a lightning quick paired axe style. 
  Its students initially learn to throw an axe, then quickly draw a 
  spare. When combat comes in close, the student launches a 
  deadly volley of attacks, screaming battle cries all the while. 
  The main weakness of the style is its devotion to emotion and 
  speed rather than reason and caution. 
  Membership: Unlike other Swordsman Schools, Siggursdottir 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a free Rank in one of their 
  Swordsman Knacks. 
  Basic Curriculum: Athlete, Hand Axe 
  Swordsman Knacks 
  Double Attack (Hand Axe): When you use this Knack you 
  make two quick attacks against your opponent, one right after the 
  other. You must declare that you are using a Double Attack 
  before you attack, and then roll the two attacks using this Knack. 
  The TN to hit your opponent is increased by ten when you are 
  using Double Attack. 
  Throw (Hand Axe): You hurl your weapon toward your 
  opponent with deadly force. You may throw a hand axe as an 
  attack. When you do so, use this Knack instead of your Attack 
  (Hand Axe) Knack. The Range for such an attack is 5+Brawn 
  yards. This Knack is considered a Basic Knack for members of 
  the Siggursdottir School. 
  Whirl (Hand Axe): Whirl is a spinning attack designed to take 
  out multiple unskilled enemies at once. For each Rank you have 
  in this Knack, you may add 2 to your Attack roll when attacking 
  Brutes. 
  Example: Thus, a Hero with Whirl 3 would increase an Attack 
  roll of 19 to a 25 when attacking Brutes. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 131 
  Exploit Weakness (Siggursdottir Axeman): Once you have 
  attended a School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: The Apprentice learns to carry at least 
  three axes. The first one will be thrown, and then the third drawn 
  to allow him to wield an axe in each hand. You have no penalty 
  for using a hand axe with your off-hand. You get a Free Raise 
  when throwing an axe. 
  Journeyman Technique: Journeyman of the Siggursdottir 
  School learn to make a lethal double strike, in which both of 
  their axes strike an opponent simultaneously. To make a double 
  strike, use the Double Attack knack, but both axes strike as one. 
  Roll to hit and do 3k3 damage instead of the normal 2k2. The TN 
  to use an Active Defense against a double strike is increased by 
  10. You gain a free Rank of Throw (Hand Axe). If your Rank is 
  already 5, it becomes a 6. If it is not, then you may later increase 
  your Rank from 5 to 6 by spending 25 Experience Points. 
  Master Technique: Masters of the Siggursdottir School are 
  savage warriors who launch brutal flurries of blows with their 
  axes. Whenever you successfully hit your target with a normal 
  Attack (Hand Axe) roll, your next Action die is considered equal 
  to the current phase. 
  Vodacce 
  Ambrogia 
  Country of Origin: Vodacce 
  The Ambrogia fighting style has caught on like wildfire in 
  recent years. It is remarkable for two chief reasons. The first is 
  that it teaches its students to fight with a sword in their left hand 
  and a main gauche in their right. The second is that its creator, 
  Veronica Ambrogia, also happens to be one of Vodacce’s most 
  famous courtesans. 
  While Ambrogia does focus on the left hand (a factor that 
  many Swordsmen find difficult to deal with), it emphasizes 
  practicality over style. Students learn to use whatever they find 
  in their hands to win the duel. “After all,” teaches Madame 
  Ambrogia, “it’s the winner that tells the tale.” 
  While other Swordsmen refer to Ambrogia Swordsmen as 
  “Veronica’s Boys,” there is no denying the style’s very practical 
  and deadly effectiveness. 
  The main weakness of Ambrogia is that it relies a little too 
  heavily on forcing the opponent to react to the student’s moves 
  and tricks. If the opponent ignores them, the student is in serious 
  trouble. 
  Membership: Yes 
  Basic Curriculum: Dirty Fighting, Fencing 
  Swordsman Knacks 
  Feint (Fencing): When attacking an enemy, you can declare a 
  Feint. Roll Finesse+Feint; you must roll a number of Raises 
  equal to your enemy’s Wits. If you manage this, he cannot avoid 
  the attack using any Active Defense. 
  Pommel Strike (Fencing): Pommel Strike is used to smash the 
  hilt or butt of your weapon into your target’s face. You declare 
  that you are using this Knack instead of the Attack Knack. If 
  your attack gets through, you inflict 0k2 Damage, and your 
  opponent’s TN to be Hit is reduced to 5 until the end of the next 
  Phase. 
  Riposte (Fencing): A Riposte is a parry followed up 
  immediately with a counterattack. You first attempt an Active 
  Defense against the incoming Attack, and then, if the Active 
  Defense is successful, make an attack of your own on the person 
  who just attacked you. When performing a Riposte, you receive 
  half the dice from your Parry Knack (round down) for your 
  Active Defense, and half the dice from your Attack Knack 
  (round down) for your counterattack. For every Rank in Riposte, 
  you may add one unkept die to either the Active Defense attempt 
  or the counterattack. These dice are added after you’ve halved 
  the appropriate Knacks. 
  Example: If Guiseppe has Attack (Fencing) 4, Parry (Fencing) 3, 
  and Riposte 3, then he would round his Attack Knack down to 2 
  and his Parry Knack down to 1, and then he would have three 
  unkept dice to add to either of them. Thus, he might add two dice 
  to Parry and one die to Attack for a total Rank of 3 in each 
  Knack. 
  Exploit Weakness (Ambrogia): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Learning the Ambrogia style of fighting 
  negates the off-hand penalty when using a dagger or main 
  gauche, and gives the character the Left-Handed Advantage for 
  free (but only while using this style of fighting). Apprentices 
  among Veronica’s Boys are also trained to think quickly and take 
  advantage of every opportunity they get. You may twist your 
  dagger or fencing weapon slightly when you hit, adding +2 to the 
  damage you inflict. In addition, you are not affected by facing 
  other left-handed Swordsmen—you are used to fighting against 
  opponents who use either hand. 
  Example: A Damage roll of 18 is increased to 20. 
  Journeyman Technique: When you inflict a Dramatic Wound 
  on your opponent, you may choose to suffer one Dramatic 
  Wound on yourself in order to inflict an additional Dramatic 
  Wound on your opponent. 
  
  PAGE 132 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Master Technique: If your opponent attacks you and fails to hit 
  you because of a successful use of either Passive or Active 
  Defense, the TN to hit him with your next attack is reduced to a 
  TN of 5. If you do not attack with your next action, or before the 
  end of the round, then this bonus is lost. 
  Bernoulli 
  Country of Origin: Vodacce 
  The Bernoulli import more than just artifacts from the Crescent 
  Empire; they bring knowledge as well. The Bernoulli School 
  developed out of the Crescents’ use of the scimitar, incorporating 
  a western cavalry saber into its stylistic flourishes. Bernoulli 
  Swordsmen learn to present their side to an opponent (much like 
  the Aldana style of Castille), thus limiting their vulnerable spots. 
  The blade’s sweeping movements keep opponents at a distance 
  until they weaken or show an opening, which a Bernoulli Master 
  can take full advantage of. 
  The school suffers from an overly defensive approach, and the 
  nature of the saber prevents any quick strategic adjustments. On 
  the other hand, it also makes it very difficult to be hit, and 
  Bernoulli swordsmen can keep their foes at bay for a long time 
  without tiring. In Vodacce combat, where quick strikes are the 
  order of the day, the methodical flourishes of the Bernoulli 
  school are a life-saver. 
  Membership: Yes 
  Basic Curriculum: Fencing, Pugilism 
  Swordsman Knacks 
  Beat (Fencing): When attacking an enemy, you can declare a 
  Beat, in an attempt to knock your opponent’s weapon aside and 
  put him off-balance. You roll Finesse+Beat, and must roll a 
  number of Raises equal to your enemy’s Brawn in order for your 
  Beat to be successful. If you are successful, he cannot avoid the 
  attack using any Active Defense. 
  Corps-á-corps: Corps-á-corps is the art of close, or body against 
  body, fencing. You declare that you are using this Knack instead 
  of another attack Knack. If your Corps-á-corps roll is successful, 
  you inflict a 0k1 bare-handed attack and your opponent then falls 
  down and becomes prone. 
  Lunge (Fencing): A Lunge is an aggressive attack that leaves 
  your defense open for a moment. When you declare a Lunge, use 
  this Knack to attack. You roll two extra unkept Damage dice if 
  your attack is successful. However, your TN to be Hit drops to 5 
  for this Phase, and you may not use any form of Active Defense 
  for the rest of this Phase. 
  Exploit Weakness (Bernoulli): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Bernoulli students first learn to use their 
  saber as a defensive weapon, deflecting multiple blows with its 
  broad sweeps. Add your Mastery Level to your TN to be Hit. 
  Journeyman Technique: You have learned a saber maneuver 
  known as a fleche. You point the tip of your blade at your 
  opponent’s head and run, leap, or spring towards him. To do this, 
  you perform a Lunge as usual, but then you may give up any 
  number of extra Action dice for the attack. Each extra Action die 
  you give up adds 1 unkept die to the Damage roll and increases 
  the TN to Actively Defend against the attack by 5. In addition, 
  you are extraordinarily skilled at lunging and receive one Free 
  Rank in the Lunge Knack upon becoming a Journeyman. This 
  may increase your Rank to a 6. If it does not, you can later 
  increase your Lunge Knack to a 6 by paying 25 XP for the 
  increase from a 5 to a 6. 
  Master Technique: Bernoulli masters have reached a stage 
  where they can press an attack from a defensive position—even 
  if they’re retreating or pulling back. Once per Round, you may 
  reroll an unsuccessful Attack roll. 
  Carlucci 
  Country of Origin: Vodacce 
  Founded by Enzo Carlucci, a Swordsman of unorthodox 
  outlook and unquestionable honor, the Carlucci school of 
  swordsmanship is famed for its rigorous and disciplined physical 
  regimen, as well as the fact that its students fight with a rapier in 
  each hand. It is also a very physical School, stressing constant 
  motion, and vigorous action, students using the terrain to their 
  best advantage. 
  The Carlucci School demands honorable conduct, and is also 
  one of the few Schools that specifically teaches its advanced 
  students how to fight multiple opponents, drawing upon Enzo's 
  military experience in the War of the Cross. While some Carlucci 
  students bear two rapiers at their hips at all times, this is 
  considered somewhat gauche, and lacking in subtlety. Truly 
  skilled Carlucci swordsmen carry but one rapier, and quickly 
  disarm an opponent to equip themselves with a second weapon. 
  Defeating an opponent with his own sword is the epitome of 
  Carlucci prowess. 
  If any flaws can be directed at the Carlucci School, it is their 
  strict adherence to honor (in a nation where honor often bows out 
  to practicality). Also, there is the fact that they become overly 
  reliant on the greater reach their paired rapiers provide, so an 
  opponent moving in extremely close can often undermine their 
  abilities. 
  Membership: Yes 
  Basic Curriculum: Athlete, Fencing 
  Swordsman Knacks 
  Disarm (Fencing): You can only use this Knack after an 
  opponent has just missed your Passive Defense. Spend an Action 
  die to make a Contested roll of your Brawn+Disarm versus his 
  Brawn+Attack (in the weapon he is wielding). If you win, the 
  weapon is knocked out of his hand. If you choose to perform this 
  move with two Raises, you wind up holding his weapon. 
  Double Parry (Fencing): A Double Parry is a parry with two 
  blades (usually a fencing weapon and a main gauche) crossed 
  before you. You may declare that you are using this Knack 
  instead of an ordinary Parry as an Active Defense. Success 
  grants one free Drama Die, which can be used for a number of 
  Phases equal to your Double Parry Rank. In any event, if you do 
  not use the Drama Die by the end of the Round, you lose it. 
  Multiple Opponents (Fencing): When facing two or more 
  opponents, you may make two Attacks, two Parries, or a Parry 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 133 
  and an Attack, per Action die spent, providing no more than one 
  of the actions is directed at a single opponent. Each Attack or 
  Parry uses half your Attack or Parry ability as appropriate 
  (rounded down). You get a number of dice equal to your 
  Multiple Opponents Rank to divide between the two actions as 
  you see fit. 
  Exploit Weakness (Carlucci): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Learning the Carlucci style of 
  swordsmanship negates the off-hand penalty when using a 
  fencing sword. Additionally, Carlucci Swordsmen do not need to 
  make +2 Raises when performing a Disarm in order to wind up 
  holding the opponent's weapon. 
  Journeyman Technique: Carlucci Journeymen learn the 
  Carlucci Twist, catching their opponent's weapon between their 
  twin blades, and twisting them in such a way as to snap the 
  opponent's weapon. To do so you must perform a successful 
  Double Parry, and spend a Drama Die to make the breaking 
  attempt. You may then make a Finesse test against a TN based on 
  the type of weapon you are attempting to break. 
  • Fencing Weapon: TN 30 
  • Heavy Weapon: TN 35 
  • Other Weapons: Per GM decision, but at least TN 40 
  The following modifiers can adjust these Target Numbers: 
  • Quality Weapon: TN +5 
  • Inferior Weapon: TN –5 
  • Dracheneisen Weapon: TN +10 
  Even if the breaking attempt is unsuccessful, the opponent is 
  disarmed. 
  Master Technique: Masters of Carlucci have learned to use 
  multiple opponents as an asset. Whenever the Master 
  successfully uses any Active Defense, he may redirect the attack 
  to a nearby target (except for the attacker). He uses his Active 
  Defense roll as the attack, and damage is rolled using the 
  attacker's normal damage, -1 unkept die. 
  Cappuntina 
  Country of Origin: Vodacce 
  Though not recognized by Swordsman’s Guild—indeed, in 
  many circles it considered a school at all—the women of 
  Vodacce have found Cappuntina an invaluable tool. It is mainly a 
  form of self-defense; the name is derived from the phrase “hat 
  pin,” and the school developed out of a woman’s need to protect 
  herself when her husband wasn’t around. Today it employs 
  thrown knives, which a woman can easily conceal up her sleeve 
  or pinned into her hair. 
  The main strength of Cappuntina is its surprising swiftness. 
  Students learn to disable their opponents by pinning their hands 
  or sleeves, cutting tendons to slow pursuit and striking when 
  their defenses are down. Cappuntina practitioners learn to strike 
  swiftly, then flee before their opponents have a chance to 
  recover. 
  The weakness of Cappuntina is that it lacks the stamina of 
  other Swordsmen schools. If a student can’t disable her opponent 
  quickly, she can do very little to stop him. Masters of Cappuntina 
  can hamstring attackers before they know they’re under attack, 
  then escape without ever having to face a drawn blade. 
  Membership: Yes 
  Basic Curriculum: Knife, Performer 
  Swordsman Knacks 
  Pin (Knife): When you use Pin, you must declare whether you 
  are aiming for the target's arm or leg. Make a Pin roll, with 
  Raises equal to the Target's Finesse. This attack does no damage. 
  If you successfully target an arm, your opponent loses the 
  ability to use any non-Parry Defense Knack until he spends an 
  Action to dislodge the Pin weapon. Your opponent also suffers a 
  +10 TN penalty when using any Weapon Knacks with the 
  affected arm. 
  If you use Pin against your opponent’s leg, then he must make 
  a Finesse+Balance [your Attack roll] roll to avoid falling. If he 
  fails this roll, then he becomes prone, and can't attempt to get up 
  until he spends an action to free himself from the Pin weapon. If 
  he succeeds at this roll, then he only suffers the loss of any non-
  Parry Defense Knack. 
  In both cases, the target must make a Brawn [5] check to 
  dislodge a pinning weapon. He must make a Raise for each Raise 
  you declared when making the Attack roll and for every Pin 
  weapon after the first. 
  Throw (Knife): You hurl your weapon toward your opponent 
  with deadly force. When you throw this weapon as an attack, you 
  must use this Knack instead of your Attack Knack. The Range on 
  a Knife is 5, plus two times your Brawn, yards. 
  Trick Shooting (Knife): You are skilled at making difficult 
  shots. For each Rank of Trick Shooting, you subtract 5 from any 
  penalties to your shot (for range, cover, etc.). Trick Shooting 
  cannot lower the shot’s TN below the target’s base TN to be Hit. 
  Example: If a target has a TN to be Hit of 15, plus 15 for 
  modifiers, an Archer with Trick Shooting 5 would negate all 15 
  points of modifiers, but he would not lower the base TN to be Hit 
  (which remains at the original 15). 
  Exploit Weakness (Cappuntina): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  
  PAGE 134 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Techniques 
  Apprentice Technique: Apprentices of Cappuntina learn to 
  produce their weapons quickly and hurl them on the fly. They 
  receive no off-hand penalty when throwing knives, and may 
  draw and throw a knife as a single Action. In addition, you may 
  purchase the Throw (Knife) Knack as if it were a Basic Knack. 
  Journeyman Technique: Cappuntina Journeymen know how to 
  strike with more than weapon at a time. When you spend an 
  Action to attack, you may throw a number of knives equal to 
  your Mastery Level. All knives from a single attack must be 
  aimed at the same target, and you make a single Attack roll for 
  all of them. Should they hit, they deal damage as a group, 
  inflicting 1k1 Wounds for each knife (i.e. Two knives would 
  inflict 2k2 and three would inflict 3k3). 
  Master Technique: Masters of Cappuntina can disable more 
  than one attacker; some can take down entire brute squads in a 
  single flight of knives. When you become a Master in this 
  school, each of your thrown knives in an attack may be aimed at 
  a separate target, but you must make a separate Attack roll for 
  each target you aim at. In addition, for each knife you choose not 
  to throw (of the three per Action available to you), you gain a 
  Free Raise to the Attack rolls of each remaining knife. 
  Tarantella 
  Country of Origin: Vodacce (Crescent) 
  Tarantella is a style that has only recently become known in 
  Théah. This is a school developed by a Castillian seeking refuge 
  in Vodacce. Names are Castillian with the exception of the style's 
  name, which is Vodacce. Baltasar Dominguez, a well-known 
  Master of Aldana (and ambassador to Vodacce) became enraged 
  upon learning his daughter had fallen for a Syrna. Rapier 
  unsheathed, he went to confront the youth. The lad, Sebastian, 
  grabbed the two scimitars he'd been practicing with, and 
  prepared to defend his honor against this n'ona. As Baltasar 
  began to focus himself on his dance, he watched the youth enter 
  a dance of his own. Back and forth the lad spun—keeping a wall 
  of steel between himself and the Master. Every advance Baltasar 
  attempted was thwarted by the young man's fevered gyrations. 
  He felt as if the boy must have eight arms, or three friends. After 
  several tense moments, Baltasar returned his blade to its sheath, 
  and agreed to allow the young man to court his daughter—
  provided he teach him this new dance. 
  Based on what Sebastian told him, Baltasar learned that 
  Tarantella is based on a method of fighting used by some men in 
  the southern Crescent Empire. It was apparently brought north by 
  a Kumbunai several years ago, and has spread among the 
  entertainers and guardians ever since. Baltasar has begun 
  teaching this school to his students in place of Aldana. He has 
  been warned that he risks his standing with the guild, and 
  Aldana, if this activity doesn't cease. So far, he hasn't been overly 
  worried about these threats since he can beat most men who dare 
  challenge his Mastery of Aldana, or his new-founded school. 
  A Tarantella Warrior begins his battles by entering a constantly 
  spinning dance. He begins by whirling in a tight circle, and 
  slowly expands the dance to enter the Los Tres Circulos (Three 
  Circles). The First Circle is a constant rotation on the balls of the 
  feet, with rapid shifts in direction from left to right. As he moves 
  in the Inner Circle, he expands the dance to include the Middle 
  Circle. With this, he begins a wider orbit while continuing with 
  his tight spins. This leads him to the Great Orbit—a spiraling 
  dance around the entirety of the battle. Once the Warrior has 
  reached El Tercer Circulo, he is able to attack virtually anyone 
  within the Great Orbit. 
  Tarantella's greatest weakness is that each spin requires precise 
  footwork, and timing. If you know what to look for, you can time 
  his pacing. This would allow you to place your attack where you 
  know he will be, rather than where he should be. 
  Membership: Unlike other Swordsman Schools, Tarantella 
  students do not receive a free Membership in the Swordsman’s 
  Guild. Instead, they receive a Free Rank in one of their 
  Swordsman Knacks, or +1 free Rank in the Side-step Knack. 
  Basic Curriculum: Fencing, Athlete 
  Swordsman Knacks 
  Double Parry (Fencing/Fencing): A Double Parry is a parry 
  with two blades (usually a fencing weapon and a main gauche) 
  crossed before you. You may declare that you are using this 
  Knack instead of an ordinary Parry as an Active Defense. 
  Success grants one free Drama Die, which can be used for a 
  number of Phases equal to your Double Parry Rank. In any 
  event, if you do not use the Drama Die by the end of the Round, 
  you lose it. 
  Feint (Fencing): When attacking an enemy, you can declare a 
  Feint. Roll Finesse+Feint; you must roll a number of Raises 
  equal to your enemy’s Wits. If you manage this, he cannot avoid 
  the attack using any Active Defense. 
  Multiple Opponents (Fencing): When facing two or more 
  opponents, you may make two Attacks, two Parries, or a Parry 
  and an Attack, per Action die spent, providing no more than one 
  of the actions is directed at a single opponent. Each Attack or 
  Parry uses half your Attack or Parry ability as appropriate 
  (rounded down). You get a number of dice equal to your 
  Multiple Opponents Rank to divide between the two actions as 
  you see fit. 
  Exploit Weakness (Tarantella): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: An Apprentice of Tarantella ignores the 
  off-hand penalty when using Fencing weapons. Also, because of 
  your constant spins and leaps, you may move up a number of 
  height levels equal to your Mastery Level, and attack without 
  penalty. 
  Example: Assuming that you begin on level 1, an Apprentice 
  may move to level 2 and attack without penalty. A Journeyman 
  could move to level 2, or 3 and attack without penalty. A Master 
  could move to level 2, 3, or 4 and attack without penalty. 
  Journeyman Technique: As you reach the Middle Circle, you 
  learn to incorporate your spins into all your maneuvers. As a 
  Journeyman, you may add your Mastery Level to your Side-step 
  Knack Rank. Also, if your next Action die would become lower 
  than the current Phase, you receive +1 Free Raise for that Action. 
  Example: A Journeyman with Panache 3 and Side-step 4 rolls 1, 
  3, and 6 for his Action dice. In phase 1, he uses his Parry 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 135 
  (Fencing) to stop an incoming attack—succeeding in the attempt. 
  This lowers his next Action die by -6 (Side-step 4 plus Mastery 
  Level 2). Since his next Action die would be brought below the 
  current Phase, he gets to use that next Action with +1 Free Raise. 
  Master Technique: Mastering Tarantella brings the entirety of 
  battle into focus. Whenever you spend a Drama Die to add to any 
  roll using your Fencing Knacks (Basic or Advanced), you gain 
  +1 unkept die in addition to the Kept die. 
  Example: If you would be rolling 8k3, and spend a Drama Die, 
  you roll 10k4 rather than the normal 9k4. If you spend a Drama 
  Die after rolling, you roll 2k1 rather than the normal 1k1. 
  Villanova 
  Country of Origin: Vodacce 
  The sinister Villanova family has long used political 
  machinations to enforce their will, but they are also deadly 
  swordsmen. The Villanova School developed as a way to quickly 
  return blows, as well as incorporating all number of dirty tricks 
  into its fighting style. Students learn at a secluded academy 
  hidden deep within the swamps of Villanova territory. It is 
  whispered that all graduates must swear fealty to the Villanova 
  family, although enough practitioners can be found elsewhere to 
  discount such rumors. 
  The greatest strength of the Villanova school is its ability to 
  turn opponents’ attacks back on themselves. It uses a move 
  called a stop-thrust, which slides your blade up your foe’s to deal 
  devastating damage. It also makes extensive use of feints and 
  other deceptive moves, allowing a Swordsman to conceal his true 
  intent from his foe. 
  Unfortunately, 
  the 
  Villanova 
  school 
  also 
  encourages 
  overconfidence in its practitioners, who often believe that 
  opponents cannot see their true intentions. More than a few 
  Villanova students have underestimated their foes, dismissing 
  their abilities only to be gutted by an unexpected move. A 
  cautious Villanova swordsman is almost unstoppable, but 
  cautious swordsmen usually find other schools to attend. 
  Membership: Yes 
  Basic Curriculum: Fencing, Knife 
  Swordsman Knacks 
  Double Parry (Fencing/Knife): A Double Parry is a parry with 
  two blades (usually a fencing weapon and a main gauche) 
  crossed before you. You may declare that you are using this 
  Knack instead of an ordinary Parry as an Active Defense. 
  Success grants one free Drama Die, which can be used for a 
  number of Phases equal to your Double Parry Rank. In any 
  event, if you do not use the Drama Die by the end of the Round, 
  you lose it. 
  Feint (Fencing): When attacking an enemy, you can declare a 
  Feint. Roll Finesse+Feint; you must roll a number of Raises 
  equal to your enemy’s Wits. If you manage this, he cannot avoid 
  the attack using any Active Defense. 
  Stop-Thrust (Fencing): A Stop-thrust is a combination of parry 
  and counterattack that uses the opponent’s blade as a guide for 
  the Swordsman’s own. When an opponent attacks you, you may 
  spend a Held or Current Action (not an Interrupt Action) to 
  perform a Stop-thrust. To do so, make a Wits+Stop-thrust roll as 
  your Attack roll against your attacking opponent. If you hit, you 
  deal 3k2 Damage to them. If this causes a Dramatic Wound to 
  your opponent, then the attack they were about to make is 
  canceled without effect. 
  Exploit Weakness (Villanova): Once you have attended a 
  School, you have not only learned its strengths, but its 
  weaknesses as well. Whenever you duel someone who is using a 
  School whose weakness you are familiar with, even if you aren’t 
  currently using that style of fighting yourself, you gain a number 
  of unkept dice equal to your Rank in your Exploit Weakness 
  Knack to all your Attack and Active Defense rolls. A 
  Swordsman who attends more than one School obviously knows 
  more than one weakness… 
  A character who defeats a Swordsman of another School, even 
  if the defeated Swordsman’s style is one that the victor is not 
  familiar with, may gain one Rank in the appropriate Exploit 
  Weakness Knack. He may gain a maximum of one Rank per Act 
  (not Scene) and a maximum of one Rank per Swordsman 
  defeated. These new Ranks must be paid for with Experience 
  Points that the character possesses at the time of the duel and 
  must be spent immediately after the encounter, or the opportunity 
  to gain the Rank is lost. 
  Techniques 
  Apprentice Technique: Beginners at the Villanova School learn 
  to use easily concealed secondary weapons against their 
  opponents. You suffer no off-hand penalty when using a knife in 
  your off hand. In addition, you receive a Free Raise when using 
  your Parry (Knife) Knack. Students of this school often make use 
  of Fencing Ring Grips as well. 
  Journeyman Technique: Villanova Journeyman are skilled 
  enough to conceal their movements behind a series of feints. You 
  receive one Free Rank in the Feint Knack upon becoming a 
  Journeyman. This may increase your Rank to a 6. If it does not, 
  you can later increase your Feint Knack to a 6 by paying 25 XP 
  for the increase from Rank 5 to Rank 6. 
  Master Technique: At the final Mastery Level, you learn to trap 
  opponents by “inviting” your opponents to attack you. At the 
  start of any Phase, you may voluntarily lower your TN to be Hit 
  in increments of 5, to a minimum of 5. If you are attacked and 
  perform a stop-thrust while your TN is lowered, then you receive 
  a Free Raise to your Stop-thrust attempt for every 5 points by 
  which you lowered your TN to be Hit. 
  
  PAGE 136 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  SORCEROUS HERITAGES 
  Sorcery is very specific to culture. This is not the "high 
  fantasy" form of magic, but is more strategic—almost political—
  magic. Magic in Théah is costly—it costs you Drama Dice 
  (experience) and typically has a “blood cost” in addition. There 
  can be nasty side effects to Sorcery in Théah. Each nation has it’s 
  own Sorcery. In game terms, these are literally totally different 
  systems of magic. 
  There are three levels of Sorcery: Full Blood (40 HP), Diluted 
  Blood (30 HP) and Half Blood (20 HP). If you are Full-blooded, 
  you must choose only one Sorcerous Heritage. You may 
  purchase Half-blooded in two different Heritages (for a total of 
  40 HP); these Heroes, known as Twice-blooded, are people 
  whose parents were Full Bloods from different nations. Those 
  with Diluted Blood are either possess a weakened Full-blooded 
  heritage, or a strong Half-blooded heritage; either way you only 
  know one Sorcerous Heritage. 
  If there is an HP Cost listed with the Sorcery’s description, this 
  supercedes the cost and requirements given above (usually 
  because that type of Sorcery is markedly different from that 
  imparted through a noble bloodline). 
  The Heritages 
  Each Heritage has a number of Knacks. Full-blooded Heroes 
  begin with 7 Sorcery points to spend on purchasing Sorcerous 
  Knacks. Half-blooded Heroes begin with only 3 Sorcery points. 
  Twice-blooded Heroes start with 3 Sorcery points in each 
  Heritage, which may not be transferred back and forth between 
  their sorceries. Diluted Blood Heroes start with 5 Sorcery points 
  to spend on purchasing Sorcerous Knacks., but can never achieve 
  Master Degree in their chosen sorcery. Each Sorcery point 
  purchases one Rank in a Sorcerous Knack. Like other Knacks, 
  Sorcerous Knacks cannot be increased above 3 during Hero 
  Creation. 
  You cannot purchase additional Sorcery points during Hero 
  Creation, but Sorcerous Knacks can be bought up during game 
  play with XP. While a Full-blooded Hero may reach Rank 5 in 
  his Sorcerous Knacks, Half-blooded and Twice-blooded Heroes 
  may only reach a maximum of Rank 3 in any Sorcerous Knack. 
  You may not purchase a Sorcerous Heritage from a nation other 
  than your Country of Origin, except in the case of Twice-blooded 
  Heroes, who may have one Heritage from another country 
  (reflecting their dual parentage). 
  Each path has three Degrees of Mastery. Apprentice, Adept, 
  and Master. When a Hero gains Rank 4 in four Sorcerous 
  Knacks, he moves to the Adept Degree. When he gains Rank 5 in 
  five Sorcerous Knacks, he moves to the Master Degree. 
  Graduating to higher Degrees within a Heritage may require 
  some form of initiation, at the GM’s discretion. 
  Avalon 
  Glamour 
  Restrictions: Avalon only 
  In the land of Avalon, the legends of the people come to life. 
  Avalon sorcerers harness the energy of the people’s belief and 
  channel it in order to perform miraculous feats of strength, guile, 
  or Skill. This ability is known as Glamour. It was taught to the 
  Avalons by the Sidhe, who game them a magical artifact known 
  as the Graal. If the Graal were to be lost, the sorcerers would lose 
  their power until it was returned. 
  Path Mastery: The Blessing of Renown (Apprentice), The 
  Blessing of Good Fortune (Adept), The Blessing of Power 
  (Master) 
  Sorcerous Knacks: Anne o’ the Wind, Blackcloak, Iron Meg, 
  Isaac Snaggs, Jack, Jeremiah Berek, King Elilodd, King Robert 
  the Dark, Mad Jack O’Bannon, Robin Goodfellow, St Rogers, 
  The Green Man, The Horned Hunter, The Stone Knight, Thomas 
  Apprentice Degree: Blessing of Renown 
  At this Mastery Level you get two benefits. First, all your 
  Reputation dice are considered Glamour dice. Second, you can 
  use the Apprentice Degree ability of any Legend Knacks you 
  know by spending a Drama Die. 
  Glamour Dice 
  Glamour dice are treated as Drama Dice in all but two ways. 
  First, they cannot be spent to activate (or prevent the activation 
  of) Arcana. Secondly, they do not turn into XP at the end of the 
  Story. Glamour dice may be used to power Glamour Knacks, just 
  like ordinary Drama Dice. 
  Adept Degree: Blessing of Good Fortune 
  As you start a game session, the GM’s number of starting 
  Drama Dice is reduced by your lowest Trait to a minimum equal 
  to the number of players in the game. 
  Example: If your lowest Trait is a 2 and there are five players, 
  the GM receives –2 fewer Drama Dice, to a minimum of 5 
  Drama Dice, at the start of each Story. 
  Also, you can use the Adept Degree ability of any Legend 
  Knacks you know by spending a Drama Die. 
  Master Degree: Blessing of Power 
  Your Drama is based on your highest Trait, instead of your 
  lowest. In addition, you can use the Master Degree ability of any 
  Legend Knacks you know by spending a Drama Die. 
  Glamour Legend Knacks 
  Sorcerers emulate Legend Knacks with their Glamour. By 
  emulating a given figure, the sorcerer taps into the people’s 
  beliefs about that figure and can demonstrate some of the same 
  powers. You will notice that each Legend Knack is based on a 
  specific Trait, noted before in the Knack’s description. 
  Normally, you cannot choose more than one Legend Knack 
  based on each Trait (however see the Glamour-mere Advantage). 
  Brawn 
  Finesse 
  Wits 
  Resolve 
  Panache 
  The Horned 
  Hunter 
  Anne o’ the 
  Wind 
  Isaac Snaggs The Green 
  Man 
  Jeremiah 
  Berek 
  Iron Meg 
  Blackcloak 
  Jack 
  King Robert 
  the Dark 
  St. Rogers 
  Mad Jack 
  O’Bannon 
  Robin 
  Goodfellow 
  King Elilodd The Stone 
  Knight 
  Thomas 
  Anne o’ the Wind 
  [Finesse] Anne o’ the Wind was a legendary woman who raced 
  the four winds and won. As her prize, she was given a cup that 
  was always full of wine, a pot that was always full of stew, and a 
  bag that was always full of bread. This was just as well, for she 
  had worked up such an appetite during the race that she sat down 
  to a three-month-long meal just to get her strength back. 
  Apprentice Degree: spend a Drama Die to add +5 times your 
  Knack Rank to your Initiative Total until the end of the Round. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 137 
  Adept Degree: Spend a Drama Die to add your Knack Rank to 
  your Rank in the Sprinting Knack until the end of the Round. 
  Master Degree: Spend a Drama Die and then immediately spend 
  all your Actions for the Round, ignoring the rules for Interrupt 
  Actions. This may be done at the beginning of the Round, just 
  after everyone has rolled for Initiative. If more than one Glamour 
  mage wished to use this ability, the one with the highest Initiative 
  Total goes first. 
  Blackcloak 
  [Finesse] Blackcloak was the greatest sneak thief in the history 
  of Avalon. It was said that he could climb any wall and pick any 
  lock, and that he never left a trace of his passing. 
  Apprentice Degree: Spend a Drama Die to hide the traces of 
  your passing for the rest of the Scene. The TN of all attempts to 
  track you are increased by 5 times your Knack Rank. 
  Adept Degree: Spend a Drama Die to reduce the TN of a single 
  Climbing check by 10 times your Knack Rank. 
  Master Degree: Spend a Drama Die to reduce the TN of a single 
  Lockpicking check by 10 times your Knack Rank. 
  King Elilodd 
  [Wits] In the legends of King Elilodd, he forged a lasting 
  friendship with the Sidhe that was the source of all Glamour. For 
  may years thereafter, he remained a favorite with the Seelie. 
  Apprentice Degree: Spend a Drama Die to add 5 times your 
  Knack Rank to a single use of Repartee against a Sidhe. Only 
  Charm and similarly positive effects may gain this bonus when 
  used against the Seelie, while only Intimidate and similarly 
  negative effects may gain this bonus when used against the 
  Unseelie. 
  Adept Degree: Spend a Drama Die to call out to the nearest 
  Seelie for aid. Make a Resolve+King Elilodd [30] roll. If 
  successful, a Seelie answers your call and aids you as best it can 
  (for a price, naturally). If the roll is 10 or less, an Unseelie has 
  answered your call, and the price it demands for its assistance 
  (assuming it doesn’t kill you out of hand) will be much , much 
  harsher. 
  Master Degree: Spend a Drama Die to create a 3 yard wide 
  circle centered around you that Unseelie Sidhe cannot enter. 
  They are hurled away from you if they are inside the circle when 
  you activate this power, and they may not use their magic on you 
  while the effect lasts. You may maintain this effect as long as you 
  can stay awake (you must make a Resolve Test every morning or 
  fall asleep. The TN is +10 for every day you’ve remained 
  awake). If you move from the spot the effect ends, and anyone 
  else who leaves it is instantly vulnerable to the Unseelie. 
  The Green Man 
  [Resolve] Legends of The Green Man tell of the day he 
  challenged a knight to strike off his head with an axe, then 
  calmly picked it up and placed it back on his shoulders. The 
  knight, unfortunately, did not survive his answering blow. 
  Apprentice Degree: Spend a Drama Die, then roll one non-
  Exploding die for every Rank you have in this Knack and Keep 
  the highest one. Give that die to another Hero, who gains a bonus 
  to all his rolls equal to the number showing on the die until the 
  end of the Scene. 
  Example: If you roll a 6, he adds +6 to all his rolls until the end 
  of the Scene. The following restrictions apply to this die: 
  1. No-one may have more than one of these dice at once. 
  2. You may not use this ability on yourself. 
  3. You may not affect more people at once than you have Ranks 
  in this Knack. 
  4. You may not use this ability on a character who does not wish 
  to be affected. 
  When the effect wears off at the end of the Scene, the Hero you 
  gave the die to suffers 1 Dramatic Wound for every 5 points, or 
  part thereof, you rolled on the die. 
  Adept Degree: Spend a Drama Die and choose one character, 
  including yourself. The next Dramatic Wound that character 
  suffers heals itself at the end of the Round in which is was 
  received. This may bring a character back from being Knocked 
  Out, but not from being dead. 
  Master Degree: When you use your Adept ability on another 
  character, the person being affected may pay the Drama Die to 
  activate the ability instead of you. 
  The Horned Hunter 
  [Brawn] The legends surrounding The Horned Hunter describe 
  him as a warrior of enormous strength and stamina. He could 
  leap great distances, hurl huge boulders, and survive terrible 
  blows that could carve a lesser man in two. 
  Apprentice Degree: Spend a Drama Die to add your Knack 
  Rank to your Brawn for one roll. This cannot be used during 
  Contested rolls, Wound Checks, or Damage rolls. 
  Adept Degree: Spend a Drama Die to add your Knack Rank to 
  your Brawn for one Wound Check. 
  Master Degree: Spend a Drama Die to add your Knack Rank to 
  your Brawn for one Damage roll or one Contested roll (such as 
  use of the Disarm Knack). 
  Iron Meg 
  [Brawn] Iron Meg is believed to be the toughest woman who 
  ever lived. She got her name by eating nails for breakfast and 
  swords for supper. It’s said she once caught a cannonball in her 
  hands and took a bite out of it while it was still burning hot to 
  mock the gunners that had fired it. 
  Apprentice Degree: Spend a Drama Die to instantly heal 
  yourself of 5 × Knack Rank Flesh Wounds. 
  Adept Degree: Spend a Drama Die to cancel the effects of one 
  type of poison that is currently affecting you. 
  Master Degree: Spend a Drama Die to automatically succeed at 
  a Wound Check whose TN is no more than 100. 
  Isaac Snaggs 
  [Wits] Isaac Snaggs is famous for his lightning-fast hands. He 
  was serving in the Avalon army when his unit ran out of arrows 
  for their longbows. Running out in front of the enemy, Isaac 
  caught every arrow that was fired at him and took them back to 
  his own unit to replenish their stores. Thanks to his efforts, they 
  defeated the enemy Montaigne army. 
  Apprentice Degree: Spend a Drama Die after you’ve attempted 
  an Active Defense in order to add +2 times your Knack Rank to 
  the total. 
  Adept Degree: Spend a Drama Die and 1 Action to catch a 
  missile that was thrown or shot at you, excluding firearms, but 
  including knives, axes, or even arrows. You must have one free 
  hand to perform this maneuver, and you take no damage—it is 
  considered a successful Active Defense. 
  Master Degree: Spend a Drama Die and 1 Action to catch a 
  bullet from a pistol or musket that was fired at you. You must 
  have one free hand to perform this maneuver, and you take no 
  damage—it is considered a successful Active Defense. 
  Jack 
  [Wits] Jack’s legends tell of his trickery and guile. The victims 
  of his trickery (usually giants) seldom realized what he had done 
  
  PAGE 138 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  until it was too late. Even more impressive, Jack was nearly 
  invincible in his own home. 
  Apprentice Degree: You may spend a Drama Die to transform a 
  small object (less than one cubic foot in size) into one of the 
  following items until the next dawn (or until you will the 
  enchantment to end), when it reverts to its former self. If a 
  transformed object is broken into pieces, all of the pieces 
  disappear at dawn except for one (randomly chosen), which 
  reverts to its original unharmed form. 
  • A knife 
  • A fist-sized hunk of cheese. If the cheese is eaten, the 
  original object is destroyed. 
  • A bird. If the bird is killed, the original object is destroyed. 
  • A rock. You may affect up to five small objects at once. 
  • A pair of dice 
  • A normal-sized playing or Sorte card. You may affect up to 
  five small objects at once. 
  • A Guilder. You may affect up to five times your Knack Rank 
  small objects at once. 
  • A 10-yard ball of twine 
  • A button 
  Adept Degree: You learn one of the following five forms for 
  every Rank you have in this Knack. You may spend a Drama Die 
  to transform yourself into one of the forms you know until the 
  next dawn. You may spend 2 Drama Dice to transform another 
  willing person (or a horse, willing or not) into one of the forms 
  you know until the next dawn. 
  The Child: The affected person temporarily becomes younger. 
  If he is middle-aged or elderly, he becomes spry (refer to the 
  rules on Aging in the 7th Sea Game Masters’ Guide). If he is 
  younger than that, there is not effect. If the GM is enforcing 
  Aging penalties, then this form negates them; otherwise there is 
  no game effect. An old horse affected by this form would 
  temporarily regain its youth. 
  The Hag: The affected person appears older and much uglier. 
  This results in a penalty of –1 unkept die to all Social rolls, but 
  the person is physically unrecognizable as himself. None of his 
  other traits or Skills are affected. A horse affected by this form 
  would become a much less attractive animal. 
  The Noble: The affected person becomes more handsome or 
  beautiful. This results in a bonus of one unkept die to all Social 
  rolls. A horse affected by this form would become a much more 
  attractive animal. 
  The Ogre: The affected person is transformed in subtle ways to 
  be more intimidating. Whether it’s a sharper point to his teeth, or 
  a slight red gleam to his eyes, he has an unnerving effect on 
  those who see him. This results in a penalty of one unkept die to 
  all Social rolls except those involving Intimidation or 
  Interrogation, which receive a bonus of two unkept dice. A horse 
  affected by this form would be more frightening, possibly with 
  fire coming from its nostrils or a red glow to its eyes. 
  The Peasant: The affected person assumes a much blander, 
  more ordinary appearance. This results in a bonus of two unkept 
  dice to all Disguise, Unobtrusive, and Shadowing checks. A 
  horse affected by this form would lose any distinctive physical 
  characteristics. 
  Master Degree: You may enchant one building (no bigger than 
  4,000 square feet in size) with Glamour. It takes one month of 
  preparation, and one tear from a Sidhe in order to do so. Once 
  the enchantment is complete, you may select three of the Laws 
  listed below as part of the enchantment. They work without fail 
  inside the house unless some other Sorcery (such as the Thomas 
  Knack) disrupts them temporarily. You may have only one house 
  enchanted at a time, but you can end the enchantment on one 
  house and recast it on another (again, needing a tear from a 
  Sidhe). 
  1. I can’t die in my house 
  2. Nobody’s magic but mine works in my house 
  3. I always know where everything (and everyone) is in my 
  house 
  4. No-one can enter my house without permission 
  5. Nobody ages in my house 
  6. The pantry in my house always has food and drink in it 
  7. I can instantly rearrange the inside of my house with a 
  thought 
  8. My house cannot be harmed in any way 
  9. The inside of my house is twenty times bigger than the 
  outside 
  10. No-one can find the way to my house unless I let him 
  Mad Jack O’Bannon 
  [Brawn] The King of Inismore is always a favorite subject of 
  myth and legend. Tales tell of his bag of tricks—disappearing 
  behind small objects, popping out of unexpected places, and 
  even taking his own life, only to rise in the morning once again. 
  Apprentice Degree: Spend a Drama Die while standing behind 
  an object that at least partially covers you in order to disappear. 
  You cannot be seen as long as you don’t move, but you can be 
  heard, and if you peek around the object to see what’s going on, 
  the upper half of your body will be apparent. 
  Adept Degree: Spend a Drama Die in order to step behind one 
  object and step out from behind another object that is within 30 
  yards times your Knack Rank of the first object. 
  Master Degree: Your Hero may spend 3 Drama Dice when he is 
  killed. At dawn the next morning, he will return to life, all 
  wounds healed and all harmful substances purged from his body. 
  However, his Brawn drops by –2 because of the stress of dying, 
  and if this would drop his Brawn below 0, the power fails and he 
  is dead for good. Of course, even if the power works, he may 
  have been buried or otherwise disposed of in the meantime… 
  Jeremiah Berek 
  [Panache] Jeremiah Berek is a living legend. He has become so 
  famous that Glamour mages have begun to call upon his legend 
  (and his incredible luck) for power. He is known to slip out of 
  tight spots on a regular basis, and seemingly hopeless causes are 
  his daily bread. 
  Apprentice Degree: Spend a Drama Die to add 2 × Knack Rank 
  to that roll. 
  Adept Degree: Spend a Drama Die before making a roll. For 
  every die that explodes during that roll, roll and Keep two 
  additional dice, not one. 
  Master Degree: Spend a Drama Die after failing a roll. You may 
  reroll and try again. If you fail the second time, however, you’re 
  stuck with the result. You may not use this ability more than once 
  per roll, nor may it be used with any other reroll ability. 
  King Robert the Dark 
  [Resolve] Robert united the clans of the Highland Marches 
  with his powerful personality, earning himself a place in their 
  legends from that day on. Great victories and military coups have 
  become associated with his name over time, so that even today, a 
  particularly skillful leader is said to have “Robert’s Blessing.” 
  Apprentice Degree: Spend a Drama Die to add your Knack 
  Rank to your general’s Strategy roll this Round. Up to three 
  Glamour mages may contribute to the army’s success in this 
  manner, or five mages if the general is a MacLeod. 
  Adept Degree: Spend a Drama Die to add your Knack Rank to 
  your Personal Results during Mass Combat. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 139 
  Master Degree: Spend a Drama Die to add +2 times your 
  Leadership Knack Rank to the next roll of up to five people you 
  select (you may choose yourself). You may not select the same 
  person more than once. This bonus must be used by the end of 
  the Scene, or it goes away. 
  Robin Goodfellow 
  [Resolve] Legends tell of the amazing feats Robin Goodfellow 
  performed with a bow, hitting targets incredibly far away, putting 
  an arrow through a man’s eye, and even splitting an arrow in two 
  with an arrow he fired. 
  Apprentice Degree: Spend a Drama Die to lower the Effective 
  Range of your next attack with a bow by –5 yards for every Rank 
  you have in this Knack. 
  Adept Degree: Spend a Drama Die to add +1 extra unkept die of 
  damage to your next attack with a bow for every Rank you have 
  in this Knack. 
  Master Degree: Spend a Drama Die to lower the TN of the next 
  attack you make with a bow by –5 for every Rank you have in 
  this Knack. 
  St. Rogers 
  [Panache] Captain Rogers was the very first pirate. It is said 
  that his ship was a part of him—two close friends sailing the 
  waves together. Neither man nor woman ever came between 
  them, and when Rogers vanished, a storm came quickly to claim 
  his ship as well. Presumable they found each other once again in 
  St. Rose’s Coffin, but no-one may ever know for sure. 
  Apprentice Degree: Spend a Drama Die to add 3 times your 
  Knack Rank to a single check involving a Sailor Skill Knack. 
  Adept Degree: Spend a Drama Die to instantly heal a ship 
  whose surface you are touching of a Critical Hit. 
  Master Degree: Spend a Drama Die to become the ship whose 
  wheel you are holding. The two of you are considered a single 
  entity. When making rolls of any sort for either of you, use the 
  Trait (either yours or the ship’s) that is the higher of the two. 
  This ability ends as soon as you release the ship’s wheel. Worse, 
  when you suffer a Dramatic Wound, the ship suffers a Critical 
  Hit, and vice versa. In addition to this ability, a St. Roger’s 
  Master may (once, and only once in his lifetime) choose one of 
  the following abilities to permanently bestow upon a ship. 
  • The ability for the ship to acquire Reputation and use 
  Reputation dice as Drama Dice like any normal Glamour 
  mage. The ship gets a number of Reputation dice equal to the 
  sum of all its crew’s Reputation dice divided by 10 (round 
  down). 
  • Add two Ranks to any one of the ship’s Traits, ignoring all 
  maximums. 
  • The ability for the ship to sail itself. Unless the Pilot of the 
  ship purposely steers the ship into an obstacle or aground, the 
  ship will, regardless of normal ship movement limitations, 
  steer its way around such things. 
  The Stone Knight 
  [Panache] The Stone Knight was legendary for his bravery. 
  After yelling for reinforcements across a hundred miles, he held 
  a narrow pass against an invading army all by himself for a night 
  and a day until help could arrive. However, as soon as he saw his 
  fellow knights standing beside him, he dropped dead of 
  exhaustion. 
  Apprentice Degree: Spend a Drama Die to shout for help. You 
  may choose a number of your friends equal to or less than your 
  Knack Rank. They will all hear your cry over any distance and 
  know immediately where you are (or at least where you shouted 
  from). 
  Adept Degree: Spend a Drama Die to ignore a Fear Rating less 
  than or equal to your Knack Rank until the end of the Scene. 
  Master Degree: Spend a Drama Die and choose a patch of 
  ground (or a bridge, etc.) no more than 10’ wide and 10’ long. 
  Until a sunrise and a sunset have passed, as long as you do not 
  leave your chosen ground, you cannot die or be crippled. You 
  still can suffer Dramatic Wounds, but they do not affect you until 
  the effect ends. Leaving the chosen area ends the effect 
  immediately. When the Glamour expires, if you have taken 3 or 
  more times your Resolve in Dramatic Wounds, you drop dead on 
  the spot. 
  Thomas 
  [Panache] In the legend of Thomas, he travels to the Sidhe 
  court and there learns to sense and resist Sorcery. When he 
  returns to Théah, he gains great fame combating evil sorcerers. 
  Apprentice Degree: Whenever someone (or something) that 
  possesses Sorcery comes within 10 yards of you, your left thumb 
  begins to tingle. It continues to tingle until he (or it) moves out of 
  range. When someone uses Sorcery directly on you, you 
  immediately detect what’s being done, and if you spend a Drama 
  Die you may resist that magic. This ability doesn’t affect such 
  things as being struck by a shape-changed Ussuran, since the 
  magic involved is affecting the Ussuran, not you. The Rank of 
  the Knack affecting you must be less than or equal to your Knack 
  Rank. 
  Adept Degree: When someone uses Sorcery within 10 yards of 
  you, you immediately detect what’s being done. You may spend 
  a Drama Die to cancel any one Sorcerous Knack that is being 
  used, or is active, within 10 yards of you. This might cancel a 
  Fate Witch’s Blessing, turn an Ussuran back to his human form, 
  or prevent a Porté mage from teleporting away. The Rank of the 
  Knack being canceled must be less than or equal to your Knack 
  Rank. 
  Master Degree: Spend a Drama Die. Magic may not be used 
  within 10 feet of you for a number of Rounds equal to your 
  Knack Rank. Any active magical effects that enter this area are 
  immediately canceled. 
  Castille 
  El Fuego Adentro 
  Restrictions: Castille only 
  Before they were driven away, the royal family of Castille 
  commanded the power of El Fuego Adentro, one of the most 
  destructive sorceries known. Flames leapt and swelled at their 
  command, they bathed in the fires of the mightiest volcanoes, 
  and the greatest could even create creatures of flame. The 
  sorcerers could be identified when using their magic by tiny 
  flames burning within their eyes whenever they were controlling 
  a fire. 
  Even though the royal family was chased out of their palace 
  and many were killed, a few survived. Some of them seek to 
  redeem their family’s good name, while others sulk in hidden 
  places, waiting for their opportunity to take the throne back from 
  the Church and their “puppet king.” Many are afraid to use their 
  magic at all, however, since its use is a death sentence if the 
  Inquisition gets wind of it. 
  Heroes who take El Fuego Adentro usually hail from Rancho 
  Gallegos; it’s the only place in Théah where they can develop 
  their skills safely. In addition, they must be careful about when 
  and where they use it, for public displays will bring the 
  Inquisition down on them like a sledgehammer (as well as other 
  parties, such as the Rilasciare and Rose and Cross). 
  
  PAGE 140 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Hero Creation: The Sorcerer automatically comes from the 
  Gallegos region of Castille, and will always possess the Gallegos 
  Castillian Accent. In addition, the Sorcerer acquires a 3-point 
  Hunted Background, to reflect the Inquisition’s fervid hatred of 
  those who practice El Fuego Adentro. 
  Path Mastery: Heart of Flame, Hand of Flame, Spirit of Flame 
  Sorcerous Knacks: Concentrate, Extinguish, Feed, Range, Stunt 
  Apprentice Degree: Heart of Flame 
  As an Apprentice Sorcerer, you have taken the fire and made it 
  a part of you. Fire and heat-based damage cannot harm you, and 
  any equipment kept in close contact with you (such as worn 
  clothing) is protected from harm as well. You could, for instance, 
  swim in the molten fire of a volcano and it would feel like a 
  soothing hot bath. 
  In addition, you can direct the movement of one fire within 10 
  feet. This fire will ignore winds, and move across water if you 
  will it to (although it will be extinguished if you don’t use the 
  Feed Knack). More fires can be controlled over greater distances 
  with the Concentrate and Range Knacks. 
  Adept Degree: Hand of Flame 
  Adepts of El Fuego Adentro can grasp fire in their hands as 
  though it were a solid object. They have been known to climb 
  roaring flames like a ladder or scoop up handfuls of fire to hurl at 
  their enemies. They are even rumored to have the ability to cause 
  flames to dance along their sword blade (see the Stunt Knacks 
  for details). 
  Master Degree: Spirit of Flame 
  Masters of El Fuego Adentro have gained the ability to give 
  flame the semblance of life. Flickering birds of flame can be sent 
  to land on thatch roofs during sieges, and serpents of flame can 
  crawl down the backs of prisoners, more painful than any lash 
  (see the Stunt Knacks for details). 
  Limitations of El Fuego Adentro 
  Fire Movement 
  Although fire under the control of a Sorcerer can defy wind 
  and water, it cannot move very quickly. A fire being directed by 
  a Sorcerer can only move 5 feet, +5 feet more for each Mastery 
  Level the Sorcerer has attained, each Round. Sometimes it can be 
  faster simply to let the wind direct the fire for you. 
  The Spark 
  El Fuego Adentro Sorcerers cannot actually create fire, nor can 
  they cause a fire to grow except by feeding it with tinder and 
  combustible materials, just like anyone else. They must work 
  with what already exists, and they must be careful to keep it 
  burning. Any time the fire leaves contact with a fuel source, the 
  Feed Knack must be used to prevent it from going out. 
  El Fuego Adentro Knacks 
  Concentrate 
  This Knack allows the Sorcerer to control more than one flame 
  at a time. For every Rank in this Knack, the Sorcerer can control 
  one additional fire beyond the first. 
  Extinguish 
  This Knack allows the Sorcerer to put out fires with a thought. 
  The sorcerer may, by spending one Action, reduce the damage of 
  one fire by a number of dice equal to his Knack Rank. If this 
  brings the fire’s Damage Rating down to zero dice, it is 
  completely extinguished. This can affect 100 square feet of fire 
  per Knack Rank. The Feed Knack can be used by another 
  Sorcerer to counter the effect of this Knack. 
  Feed 
  By using this Knack (no Action is required, simply an intent to 
  do so stated), the Sorcerer can keep a fire burning without any 
  fuel to feed it. Without this Knack, the moment he directs a fire 
  away from its fuel source, it dies out. However, this Knack 
  requires that the Sorcerer use his own life force to feed the fire. 
  The Feed Knack prevents a fire from diminishing in size until the 
  next Phase, but for each Damage die the fire would have lost (its 
  full damage if it would have been put out, such as by being 
  immersed in water), the Sorcerer takes 2 Flesh Wounds. The total 
  damage taken is reduced by 1 point for each Knack Rank. The 
  Sorcerer must make a Damage Check against this damage at the 
  end of each Phase in which he suffers at least one additional 
  Flesh Wound. 
  Example: A Sorcerer with Feed 3 uses it on a six-dice fire to 
  keep it burning. This inflicts 6 Flesh Wounds on him per Phase, 
  but since the Sorcerer has 3 Ranks in the Feed Knack, he only 
  takes 3 Flesh Wounds per Phase. However, if something happens 
  that would suddenly extinguish the fire (the fire is doused with 
  water), he would have to take 9 Flesh Wounds (12 Flesh 
  Wounds, less his Feed 3 Knack) to keep it burning. 
  Range 
  This Knack allows a Sorcerer to extend the range at which he 
  can use his abilities. Without this Knack, a Sorcerer can only 
  affect fires up to 10 feet away, but with it, he can affect fires up 
  to 40 feet away per Knack Rank. 
  Example: A Sorcerer with Range 5 would be able to affect fires 
  up to 200 feet away. 
  Stunts 
  Each Stunt Knack the Sorcerer learns allows him to perform a 
  specific trick, such as keeping a sword aflame during a fight. 
  Each Stunt Knack must be learned and improved in Rank 
  separately, and a Sorcerer cannot learn a Stunt Knack unless his 
  Mastery Level is at least as high as its required Mastery Level 
  (shown in the Restrictions for each Stunt). 
  Fire-Starting 
  Restrictions: Apprentice Degree or better 
  This Knack allows the Sorcerer to suffer 1 Flesh Wound in 
  order to light a fire under adverse conditions using normal fire-
  starting techniques (flint and steel, etc). The severity of the 
  condition is limited by the Sorcerer’s Knack Rank, as follows: 
  Rank 1: Damp timber or strong wind 
  Rank 2: Wet tinder or light rain 
  Rank 3: Waterlogged tinder or medium rain 
  Rank 4: Non-combustible tinder or heavy rain 
  Rank 5: Any material or weather conditions 
  Flaming Blade 
  Restrictions: Apprentice Degree or better 
  The Sorcerer plunges his blade into a fire, using his magic to 
  protect the metal from the heat, and to keep the flame burning. 
  This allows the Sorcerer to add his Knack Rank × Mastery Level 
  to his sword’s Damage Roll. 
  Example: An Adept with Flaming Blade 4 who rolls a 17 for his 
  sword’s Damage Roll would add 8 to the result, increasing the 
  damage inflicted to 25. 
  This Knack inflicts 6 Flesh Wounds to the Sorcerer at the start 
  of each Round (the Feed Knack can be used to absorb some of 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 141 
  this damage). It may be cancelled at any time without using an 
  Action. 
  Hurl Fire 
  Restrictions: Adept Degree or better 
  The Sorcerer spends one Action to reach into a roaring fire, 
  picks up a handful of fire, and throws it at an opponent, hoping 
  to set him on fire. The Range of this attack is 5+(2×Brawn) 
  yards, with no penalties to hit, and the Sorcerer rolls 
  Finesse+Hurl Fire for his Attack. Should he successfully hit his 
  target, the attack inflicts 1k1 Damage, plus one Kept die for each 
  Mastery Level, and is immediately extinguished (the hurled fire 
  cannot be kept burning by using the Feed Knack). This Knack 
  inflicts 2 Flesh Wounds to the Sorcerer for each Kept die of 
  Damage inflicted each time it is used (the Feed Knack can be 
  used to absorb this damage). 
  Fireflies 
  Restrictions: Adept Degree or better 
  The Sorcerer spends three Actions and suffers 1 Flesh Wound 
  to create a 100 square foot cloud of living ‘fireflies’ from a fire 
  at least one-die in size. This reduces the fire’s size by one die, 
  effectively extinguishing it if reducing it to zero dice. The Flesh 
  Wound suffered when creating the fireflies will not go away 
  (even if the Sorcerer later takes a Dramatic Wound) until the 
  fireflies are killed by immersion in water, or dispelled by their 
  creator, which can be done at will (without requiring an Action). 
  The Feed Knack cannot be used to reduce the damage taken by 
  the Sorcerer from this Knack. 
  These creatures can be controlled by their creator and resemble 
  burning embers of flame floating on the wind, but don’t need to 
  be maintained by using the Feed Knack. Any creature caught in 
  the cloud suffers 1 Flesh Wound of damage every Phase unless 
  they are wearing heavy clothing or some other similar type of 
  protection. The fireflies can move up to 30 feet (or 1 Level) per 
  Phase. A Sorcerer can have one cloud of fireflies in existence for 
  each Rank he has in this Knack. 
  Flame Serpent 
  Restrictions: Master Degree only 
  The Sorcerer spends five Actions and suffers 3 Flesh Wounds 
  to create a serpent of fire from a two-dice or bigger fire (reducing 
  the fire’s size by two dice immediately, and extinguishing it if it 
  is reduced to zero dice). The Flesh Wounds suffered when 
  creating the flame serpent will not go away (even if the Sorcerer 
  later takes a Dramatic Wound) until it is killed by immersion in 
  water, or dispelled by its creator, which can be done at will 
  (without requiring an Action). The Feed Knack cannot be used to 
  reduce the damage taken by the Sorcerer from this Knack. 
  The creature can be controlled by its creator without a die roll. 
  The serpent’s Traits are considered to all be Rank 3, but it cannot 
  be harmed by anything other than immersion in, or prolonged 
  exposure to, water. When it hits, its target suffers one Kept die of 
  damage for each Rank the Sorcerer had in this Knack at the time 
  of the serpent’s creation. This diminishes by one Kept die each 
  time the flame serpent successfully strikes its target, until its 
  attack is reduced to zero dice, at which point it is a tiny wisp of 
  flame that crawls away to recuperate (requiring access to a fire 
  source at least two-dice in size). While recuperating, the creature 
  regains one Kept damage die per Round of immersion, up to its 
  original maximum at creation. A Sorcerer can maintain one 
  flame serpent in existence for each Rank he has in this Knack. 
  Firebird 
  Restrictions: Master Degree only 
  The Sorcerer spends ten Actions and suffers 5 Flesh Wounds to 
  create an enormous and strangely beautiful bird made of flames 
  from a four-dice or bigger fire (reducing the fire’s size by four 
  dice immediately, and extinguishing it if it is reduced to zero 
  dice). The Flesh Wounds suffered when creating the firebird will 
  not go away (even if the Sorcerer later takes a Dramatic Wound) 
  until it is killed by immersion in water, or dispelled by its creator, 
  which can be done at will (without requiring an Action). The 
  Feed Knack cannot be used to reduce the damage taken by the 
  Sorcerer from this Knack. 
  The creature can be controlled by its creator without a die roll. 
  The bird’s Traits are considered to all be Rank 3, but it cannot be 
  harmed by anything other than immersion in, or prolonged 
  exposure to, water. The firebird’s wingspan is approximately 40 
  feet. Historically, Castillian Sorcerers used firebirds as steeds to 
  carry them up to 50 miles per day for each Rank they possessed 
  in this Knack at the time of creation. In addition, the firebird can 
  carry one additional passenger for each Knack Rank learned. 
  The firebird’s touch does not burn, but it can explode in a huge 
  ball of fire (a Rank 4 Explosion) if its creator wishes. Doing so 
  causes it to extinguish itself utterly and instantly. A Sorcerer can 
  maintain only one firebird in existence at a time, regardless of his 
  Knack Rank. 
  Montaigne 
  Porté 
  Restrictions: Montaigne only 
  The most famous sorcery (perhaps because it is so violently 
  spectacular) belongs to the Montaignes. Doorway magic (called 
  Porté by those who practice it) involves the sorcerer ripping 
  holes in the fabric of the universe and stepping through to 
  somewhere else. Not only do the doorways bleed, but some 
  swear they can hear a slight sound when the hole opens as if it 
  were screaming in pain. Not only is the “bleeding” of the 
  doorway itself a part of the sorcery, but bleeding of the sorcerer 
  is also necessary. 
  The Montaignes call the nether dimension that links the 
  doorways the “walkway”, a place as deadly and mysterious as 
  the Seventh Sea itself. No one knows what beings reside there, 
  but most sorcerers know better than to linger in their realm for 
  long. 
  Apprentice Degree: Items 
  In the beginning of your training you learn to make small 
  doorways, just large enough for a fist to fit through. Then, you 
  are taught the “bleeding method.” You mark an object such as a 
  mirror, knife or snuffbox with your own blood. Then you are 
  taken to another room and told to concentrate on the object. 
  When you are ready, you rip open a small hole and reach through 
  to the blooded object. When you feel the object, you pull it to 
  you back through the doorway. 
  Adept Degree: Self 
  At this degree, you have learned to pull yourself to objects you 
  have blooded. This time, you concentrate on the object and rip a 
  hole large enough to step through. When you feel you’ve reached 
  the object, you grasp it and find yourself holding the object in the 
  location you left it. 
  Sorcerers learn never to open their eyes while passing through 
  a doorway. It is said that those who do are lost forever in the 
  walkway. Of course, no one can prove this theory, for most 
  sorcerers are too wise to open their eyes as they step through. 
  The ones who do not make it to the other side presumably 
  ignored their master’s wise advice. 
  
  PAGE 142 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  You can also now pull objects as large as yourself (6 feet, 200 
  pounds) through the doorway. These items must be blooded and 
  you must be physically able to pull them through the doorway, 
  which means you must be able to lift them in the first place, let 
  alone pull them through a magical doorway. 
  Master Degree: Others 
  Finally, you have learned to move objects larger than yourself, 
  most notably other people. Those who pass through portals suffer 
  from portal sickness (see below), and the danger of moving 
  someone through who might open his eyes is always present. 
  You may only move a number of people equal to your Resolve, 
  and they must hold on to you or someone who is holding on to 
  you. Of course, those who lose their grip in the maelstrom 
  between doorways (Brawn [10] roll when the winds are really 
  bad) are lost forever. 
  Porté Knacks 
  Attunement 
  Attunement allows a Hero to sense, very generally, where the 
  items he has blooded are in relation to himself. For every Rank 
  in this Knack, you can sense items that are further away. 
  Rank Distance 
  1 
  Up to 10 yards 
  2 
  Up to 100 yards 
  3 
  Up to 1 mile 
  4 
  Up to 5 miles 
  5 
  Up to 10 miles 
  Blooding 
  When a Hero wishes to blood an object, he makes a 
  Resolve+Blooding [20] roll. Success means that the item is 
  blooded and the Hero can home in on it and open portals to its 
  location. For every Raise made when blooding an object, the TN 
  to open a portal to it is reduced by 5. Apprentices may have up to 
  three objects blooded at once, Adepts may have six, and Masters 
  may have nine. 
  They may drop the link they have created to a blooded object at 
  any time, but it cannot be reestablished without the object being 
  re-blooded. The ritual to blood an object takes ten Actions to 
  perform, but the blood can be washed off by a person observant 
  enough to spot it in the first place. 
  Bring 
  When a Hero wants to Bring a blooded item to himself, he 
  makes a Resolve+Bring [20] roll. The base TN is reduced by 5 
  for every Raise made when the object was first blooded 
  (signifying a stronger link). It requires one Action to open a 
  small doorway and one Action to reach through and pull the 
  object out. 
  Catch 
  The Porté mage has mastered the art of quickly whipping open 
  small portals to catch bullets and other projectiles in order to stop 
  them from hitting him. This Knack can be used as a Defense 
  Knack for Active Defense against firearms and other such 
  projectiles (arrows, quarrels, thrown weapons, etc.) The mages 
  receives a Free Raise to the attempt. Anything “caught” in this 
  manner winds up inside the portal and is lost, probably forever. 
  This Knack may not be used as a Passive Defense, nor is it 
  effective against melee weapons. 
  Pocket 
  The Hero can claim a small “pocket” of the Walkway as his 
  own and store things there. These objects do not need to be 
  blooded, but there are a few restrictions: 
  1. Living creatures cannot be stored in the pocket; they simply 
  can’t enter it. 
  2. The sorcerer can only store ten pounds worth of items in the 
  pocket per Rank in this Knack. Exceeding this limit causes 
  the pocket to dump all the items in it onto the Walkway, 
  where they are lost. 
  3. There is a small chance that items may disappear when 
  placed into the pocket; it isn’t a great idea to leave valuable 
  or one-of-a-kind items in it. The sorcerers aren’t sure what 
  causes this, but there’s a theory that the objects are being 
  stolen. 
  4. Lastly, any object placed inside the pocket must hold its 
  shape on its own. Thus, liquids could not be stored in the 
  pocket unless they were in a container. Attempts to pour a 
  liquid into the pocket result in the liquid falling back out of 
  the portal. 
  It takes one Action to reach in and pull a specified object out of 
  the pocket. 
  Rank 
  Capacity 
  1 
  10 lb 
  2 
  20 lb 
  3 
  30 lb 
  4 
  40 lb 
  5 
  50 lb 
  Walk 
  When a Hero wants to Walk to a blooded item from wherever 
  he may be, he makes a Resolve+Walk roll. The base TN is 20, 
  but this is reduced by 5 for every Raise made when the object 
  was first blooded, signifying a stronger link. If a Hero wants to 
  bring along another Hero for the ride, this Raises the Target 
  Number twice (adding +10 to the TN). Every additional 
  passenger requires another two Raises. It requires two Actions to 
  open a doorway large enough for a man to fit through and five 
  Actions to move through to the next doorway. Every two Raises 
  decreases the walking time by one Action. Every extra passenger 
  adds one Action onto the opening time and two Actions to the 
  walking time. 
  Mechanics 
  Look and See! 
  Many players may feel tempted to open their eyes while 
  moving between doorways. We encourage this activity. It weeds 
  out the foolish. 
  However, some have said there is a force that tugs at their will 
  while they step between doorways, whispering promises if they 
  open their eyes. If a Hero encounters such an occurrence, he may 
  be forced to make a Resolve [10] roll in order to keep his eyes 
  shut. If such an encounter were to occur, that is… 
  Limits of Porté Portal Sickness 
  Portal sickness is a condition suffered by any human moving 
  through a doorway, even the caster himself. Its symptoms are 
  akin to sea sickness, but much more violent. Nausea and 
  dizziness are common, and the effect can linger for hours 
  afterward. 
  Whenever moving through a doorway, the caster rolls a die and 
  subtracts his Resolve. The result is the number of rounds he 
  suffers from portal sickness. Until he recovers, he is at two less 
  unkept dice for all actions. Those who do not possess doorway 
  magic and move through the bloody portals also roll a die, but do 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 143 
  not subtract their Resolve. They suffer for a number of Rounds 
  equal to their die roll. 
  Pulling Through 
  Heroes with Porté can pull objects through the doorways 
  toward them and pull themselves toward blooded objects. There 
  is no other physical connection between the two doorways. In 
  other words, if a Hero drops a blooded pin into the ocean and 
  opens a doorway to that pin, water will not rush out through the 
  doorway. The pin will be wet when the Hero pulls it through, 
  however. 
  Likewise, if a Hero tries to pull himself through a doorway 
  toward an object and the object is in a place that the Hero cannot 
  enter, he will find his passage blocked and he’ll be forced to go 
  to another blooded object in order to get out of the portal… not a 
  very pleasant option. 
  Example: If a Hero leaves a blooded pin in a lady’s chamber and 
  the lady places the pin in her jewelry box, the Hero will not be 
  able to move through the portal into the jewelry box. However, 
  he will be able to pull the pin toward him without compromising 
  the integrity of the box. 
  If a Hero has stepped through the doorway, walks to his item, 
  finds that he cannot connect with it and has no other blooded 
  objects to home in on, then he’s trapped on the other side forever, 
  or at least until something finds him. 
  The Anchor 
  When Walking or Bringing, there must be a blooded item or 
  “anchor” at the opposite end of the portal, whether you are 
  Bringing it to yourself or Walking to it. Without this anchor, the 
  magic cannot work. 
  Handing Off an Object 
  One Porté mage can hand one of his Blooded objects to another 
  Porté mage by making a Resolve+Bring roll. The mage begins to 
  send the object, and the other feels a tingle warning him that an 
  object is being sent to him. It takes one Action for each mage to 
  open the portal, and another Action from each to complete the 
  exchange. The closer relations the two mages are, the lower the 
  TN. 
  Relationship Between Mages 
  TN 
  Twins 
  5 
  Father, Son, Mother, Daughter 
  10 
  Brother, Sister 
  15 
  Uncle, Aunt, Nephew, Niece 
  20 
  First Cousin 
  25 
  Other (including Non-Related) 
  30 
  Breaking a Fall 
  A Porté mage of Journeyman or higher Rank may attempt to 
  save himself from a fall by entering a portal in midair. He must 
  make a Resolve+Walk roll against a TN based on the distance he 
  is falling. Note that he is then inside the portal, and must Walk to 
  a Blooded object as usual. 
  Levels 
  Fallen 
   
  TN 
  1 
  5 
  2 
  10 
  3 
  15 
  4 
  20 
  5 
  25 
  6+ 
  30 
  Creating a Permanent Porté Gateway 
  At least five Master Porté mages of different (non-related) 
  bloodlines are required to create a permanent gateway. Stone 
  archways costing no less then 1,000G each are constructed at the 
  two sites that the gateway is expected to connect. Then, the 
  mages must travel to both sites and Blood them in a ritual that 
  requires three months at each site to complete. Finally, the mages 
  must each permanently sacrifice one Rank of Resolve. This 
  lowers the maximum that their Resolve can be raised to, and if 
  any of the mages drop below zero Resolve, they die in the 
  attempt (although the gateway’s creation will still succeed if at 
  least one mage survives). Due to the high cost of creating 
  gateways (and the rarity of Master Porté mages), they are still 
  fairly rare in Théah, typically only connecting capital cities and 
  other important locations. 
  Using Porté Gateways 
  Anyone can use a Porté gateway. The user simply steps 
  through with his eyes shut and walks forward until he feels a 
  wrenching sensation, which signifies his arrival at the other end. 
  Once he has stepped out of the gateway, he suffers a Dramatic 
  Wound as the gate siphons off some of his life energy to maintain 
  its operation. 
  Gateways that have been left unused for several centuries or 
  more fade from their usual yellow glow to a bloody red. The first 
  being to step through such a gate is consumed utterly to replenish 
  the gateway’s energy. After that, the gate operates normally once 
  again, returning to its yellow coloration. 
  Ussura 
  Pyeryem 
  Restrictions: Ussura only 
  Pyeryem is the most unusual of the mystic arts, in that it is not 
  exactly a form of sorcery. The ability to take animal form is more 
  of a holy act than a sorcerous one, a benefit from the Ussurans’ 
  spiritual relationship with Matushka. She also gives them the 
  ability to speak the tongue of the animals. 
  Those with these abilities look upon them with the reverence of 
  prayer. They are not to be used frivolously, or as spectacle. They 
  are gifts which can be taken away from those who choose to 
  abuse them. 
  The art of Pyeryem passes on to a child from his mother. An 
  animal then comes to the child and presents it with the gift of its 
  “spirit skin.” This later enables the child to shapeshift into that 
  particular animal’s form by “draping” the skin over all or part of 
  his body. The child is neither able to change shape nor speak 
  with animals until first 
  learning to speak with other humans. 
  In order to acquire a new shape, the gifted Ussuran finds an 
  animal of the desired type and bargains with it for permission to 
  assume its form. The animal then gives its spirit skin to him, and 
  he is thereafter able to assume its form. In return, the animal 
  lives as long as the Ussuran. If the animal ever dies, the ability to 
  assume its form remains, but the Ussuran has to provide for that 
  the animal’s young if they are too small to take care of 
  themselves. 
  Apprentice Degree: Shape of the Beast 
  You have only just begun to learn the potential of your power, 
  but you can at least affect a Basic Transformation. You must 
  transform your entire body into the animal’s form, and you 
  thereby gain all of the “Boons” associated with that form for the 
  duration of the transformation (which can be as long as desired.) 
  You can speak with other animals (and gifted Ussurans) while 
  transformed, but you cannot speak with humans who do not 
  know the art of Pyeryem. 
  
  PAGE 144 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  In order to transform, you must spend one Action and a Drama 
  Die, and test against the form’s TN using Resolve+your Knack in 
  that form. The Drama Die allows you to attempt the 
  transformation, but doesn’t give you any additional benefit. If the 
  roll fails, the action and the Drama Die are wasted. If the roll is 
  less than half the TN (rounding up), you are trapped in your 
  current form until the next dawn. The Man Knack is used to 
  return to your normal form (TN 15) in a similar manner, but it 
  does not cost a Drama Die to use. 
  You can speak to any animal found within Ussura’s boundaries. 
  Outside of Ussura, your GM will determine the TN you need to 
  roll against using your Resolve+Speak Knack in order to speak 
  to a particular animal. The difficulty goes up the further you are 
  from Ussura and the more domesticated the animal is. 
  Adept Degree: Heart of the Beast 
  Now you’ve become familiar with the process of changing and 
  can 
  control 
  the 
  effects 
  better, 
  performing 
  a 
  Partial 
  Transformation. You select one Boon (even a non-beneficial 
  one), make your check to transform (remember to spend the 
  Drama Die) as usual, and if successful only the body part 
  involved with the Boon transforms. This is a physical 
  transformation, and it is obvious to anyone nearby. Thus, if you 
  use a Partial Transformation to activate the Night Vision Boon 
  given to you by your owl form, you would gain a downy cover of 
  feathers around your eyes and a faint hook to your nose. 
  You cannot use two Boons at once that obviously interfere with 
  one another. This includes Boons with contradictory effects as 
  well as Boons that both affect the same area of the body (GM’s 
  decision). Lastly, you cannot activate more than one Boon at a 
  time from the same animal type. You could use the Night Boon 
  from your owl form and the Flight Boon from your goshawk 
  form, but you couldn’t use both Boons from your owl form. 
  Each Boon requires one Action to activate, since this effect 
  requires much more control than a Basic Transformation. The 
  Man Knack must still be used to transform the body part back to 
  normal (TN 15), with a roll of less than half the TN (rounding 
  up) trapping you in your current form until the next dawn. 
  Master Degree: Soul of the Beast 
  At last you understand the greatest truth of Old Grandmother’s 
  gift: form is unimportant; the spirit will always shine through. 
  Now you may use the Boons granted by your animal forms 
  without actually physically transforming yourself. You do this 
  through a process called Spirit Conjuration. You may activate as 
  few or as many Boons from a single form as you desire, all with 
  one Action and a single Drama Die. However, you may not 
  conjure up Boons from more than one form at a time using this 
  ability. There is no need to use the Man Knack to transform back, 
  as no physical transformation has taken place. The effects of the 
  Conjuration always wear off at the next dawn, unless canceled 
  beforehand. 
  Pyeryem Knacks: Animal Forms 
  These are a few animal forms that an Ussuran can possess. 
  Explanations of the Boons are in the Mechanics section. 
  Man 
  TN: 15 
  Notes: This Knack returns an Ussuran to his normal form. It is 
  difficult to return to your original form, overcoming the magic of 
  the spirit skin. Using this Knack does not require the expenditure 
  of a Drama Die. 
  Asprey 
  TN: 20 
  Boons: Armor +10, Attack (0k2 Bite), Brawn -1, Flight, No 
  Grasping Limbs, Speed 
  Notes: Armor and Brawn -1 are considered one Boon for Partial 
  Transformations. Flight and No Grasping Limbs are considered 
  one Boon for Partial Transformations. 
  Boar 
  TN: 15 
  Boons: Attack (0k3 Gore), Brawn +1, No Grasping Limbs, 
  Speed 
  Notes: Speed and No Grasping Limbs are considered one Boon 
  for Partial Transformations. 
  Boca 
  TN: 10 
  Boons: Armor +10, Brawn -1, Leaping, No Fine Manipulation 
  Notes: Armor and Brawn -1 are considered one Boon for Partial 
  Transformations. Leaping and No Fine Manipulation are 
  considered one Boon for Partial Transformations. 
  Cat 
  TN: 15 
  Boons: Climb, Falling, Finesse +1, Keen Hearing, Night Vision, 
  Silence, Brawn -2, No Grasping Limbs 
  Notes: Finesse +1 and Brawn —2 are considered a single Boon 
  for purposes of Partial Transformations. Silence and No 
  Grasping Limbs are considered a single Boon for purposes of 
  Partial Transformations. 
  Duck 
  TN: 15 
  Boons: Flight, Hold Breath, No Grasping Limbs, Swim 
  Notes: Flight and No Grasping Limbs are considered one Boon 
  for Partial Transformations. 
  Fish 
  TN: 10 
  Boons: Breathe Water, No Grasping Limbs, Swim 
  Notes: Swim and No Grasping Limbs are considered one Boon 
  for Partial Transformations. 
  Frog 
  TN: 15 
  Boons: Hold Breath, Leaping, Swim, No Fine Manipulation 
  Notes: Swim and No Fine Manipulation are considered one 
  Boon for Partial Transformations. 
  Goat 
  TN: 10 
  Boons: Attack (0k2 Gore), Brawn +2, No Grasping Limbs 
  Notes: No Grasping Limbs and Brawn +2 are considered one 
  Boon for Partial Transformations. 
  Goshawk 
  TN: 15 
  Boons: Attack (0k2 Claws), Flight, Keen Sight, Speed, Brawn 
  -2, No Fine Manipulation 
  Notes: Speed and Brawn —1 are considered a single Boon for 
  purposes of Partial Transformations. Flight and No Fine 
  Manipulation are considered a single Boon for purposes of 
  Partial Transformations. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 145 
  Hinde 
  TN: 35 
  Boons: Armor +10, Attack (0k2 Gore), Finesse +3, Leaping, No 
  Grasping Limbs, Speed 
  Notes: No Grasping Limbs and Finesse +3 are considered to be 
  one Boon for Partial Transformations. 
  Horse 
  TN: 15 
  Boons: Armor +5, Brawn ±2, No Grasping Limbs, Speed 
  Notes: Brawn +2 and No Grasping Limbs are considered one 
  Boon for Partial Transformations. 
  Kodiak Bear 
  TN: 35 
  Boons: Attack (0k2 Bite), Attack (0k3 Claws), Brawn +3, Keen 
  Smell, Swimming, Warmth, Finesse -2, No Fine Manipulation 
  Notes: Brawn +3 and Finesse —2 are considered a single Boon 
  for purposes of Partial Transformations. Attack (Claws) and No 
  Fine Manipulation are considered a single Boon for purposes of 
  Partial Transformations. 
  Monkey 
  TN: 20 
  Boons: Finesse +1, Climb, Falling 
  Mouse 
  TN: 15 
  Boons: Armor +10, Keen Hearing, Keen Smell, Night Vision, 
  No Fine Manipulation 
  Notes: Armor and Brawn -3 are considered a single Boon for 
  purposes of Partial Transformations. 
  Otter 
  TN: 15 
  Boons: Hold Breath, Keen Smell, Swimming, Brawn -1 
  Notes: Swimming and Brawn -1 are considered a single Boon for 
  purposes of Partial Transformations. 
  Owl 
  TN: 10 
  Boons: Flight, Night Vision, Silence, Brawn —1, Finesse —1, 
  No Fine Manipulation 
  Notes: Flight and No Fine Manipulation are considered a single 
  Boon for purposes of Partial Transformations. 
  Rabbit 
  TN: 15 
  Boons: Armor +5, Burrow, Keen Hearing, Keen Sight, Leaping, 
  Speed, Brawn —2, No Grasping Limbs 
  Notes: Armor and Brawn —2 are considered a single Boon for 
  purposes of Partial Transformations. Speed and No Grasping 
  Limbs are considered a single Boon for purposes of Partial 
  Transformations. 
  Raven 
  TN: 15 
  Boons: Armor +5, Flight, No Fine Manipulation 
  Notes: Flight and No Fine Manipulation are considered one 
  Boon for Partial Transformations. 
  Red Fox 
  TN: 15 
  Boons: Armor +5, Howl, Keen Smell, Leaping, Silence, Brawn -
  1, No Grasping Limbs 
  Notes: Armor and Brawn -1 are considered a single Boon for 
  purposes of Partial Transformations. Silence and No Grasping 
  Limbs are considered a single Boon for purposes of Partial 
  Transformations. 
  Reindeer 
  TN: 10 
  Boons: Attack (0k2 Gore), Finesse +1, No Grasping Limbs, 
  Warmth 
  Notes: Finesse +1 and No Grasping Limbs are considered one 
  Boon for Partial Transformations. 
  Snake 
  TN: 20 
  Boons: Attack (0k2 Bite), Burrow, Climb, Finesse +1, No 
  Grasping Limbs, Silence, Speed, Poor Hearing 
  Notes: Attack and Poor Hearing are considered one Boon for 
  Partial Transformations. Speed and No Grasping Limbs are 
  considered one Boon for Partial Transformations. 
  Snow Leopard 
  TN: 35 
  Boons: Attack (Bite 0k2), Attack (Claws 0k2), Brawn +2, Climb, 
  Keen Smell, Leaping, Speed, Warmth, No Grasping Limbs, Poor 
  Sight 
  Notes: Attack (Claws) and No Grasping Limbs are considered a 
  single Boon for purposes of Partial Transformations. 
  Songbird 
  TN: 15 
  Boons: Armor +10, Brawn -3, Finesse +2, Flight, No Fine 
  Manipulation 
  Notes: Armor and Brawn -3 are considered a single Boon for 
  Partial Transformations. Flight and No Fine Manipulation are 
  considered a single Boon for Partial Transformations. 
  Turtle 
  TN: 15 
  Boons: Armor +10, Finesse -1, Hold Breath, No Grasping 
  Limbs, Swim 
  Notes: Armor and Finesse -1 are considered a single Boon for 
  purposes of Partial Transformations. Swim and No Grasping 
  Limbs are considered a single Boon for purposes of Partial 
  Transformations. 
  Wolf 
  TN: 25 
  Boons: Attack (0k2 Bite), Brawn +1, Howl, Keen Smell, Keen 
  Hearing, Silence, No Grasping Limbs 
  Notes: Brawn +1 and No Grasping Limbs are considered a single 
  Boon for purposes of Partial Transformations. 
  Mechanics 
  Boons 
  The effects of a Boon only apply when the Boon is active. 
  Armor: Your TN to be Hit is raised by the indicated amount. 
  Although this Boon is called “Armor”, it can also represent the 
  difficulty to hit you due to speed, size, or any other factor. 
  Attack (Bite, Claws, or Gore): You may make one attack using 
  the appropriate body part (teeth, claws, antlers) as a weapon with 
  the indicated Damage Rating, which should be either 0k2 or 0k3. 
  Your Attack Knack is considered to be your Animal Form 
  Knack. If an animal form doesn’t have this Boon, it can still 
  
  PAGE 146 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  perform the usual 0k1 bare-handed attack, using the Animal 
  Form Knack as the Attack Knack. 
  When the Bite Boon is active, you cannot talk to other people 
  unless they are gifted Ussurans. 
  Brawn: Your Brawn increases or decreases by the amount 
  indicated. 
  Breathe Water: You can breathe water as if it were air. effects of 
  drowning in water, but you out of it. 
  Burrow: You can dig a tunnel through dirt big enough for your 
  current form to crawl through. You dig at a rate of two times 
  Finesse inches per Round. 
  Climb: You roll three extra unkept dice for Climbing rolls. 
  Falling: Your Break Fall Knack is considered to be 1 higher 
  (giving you Rank 1 if you don’t have the Knack normally). 
  Finesse: Your Finesse is increased or decreased by the amount 
  indicated. 
  Flight: You are able to fly. 
  Hold Breath: The Hero’s Resolve is considered three Ranks 
  higher than its current form’s Resolve when using the Drowning 
  Rules. 
  Keen Hearing: You roll three extra unkept dice for Perception 
  checks involving hearing. 
  Keen Sight: You roll three extra unkept dice for Perception 
  checks involving sight. 
  Keen Smell: You roll three extra unkept dice for Tracking rolls 
  and Perception checks involving smell. 
  Leaping: You roll three extra unkept dice for Leaping rolls. 
  Night Vision: You can see in near-total darkness. Bright light 
  causes you a one unkept die penalty to all your actions. 
  No Fine Manipulation: You must drop your highest die when 
  attempting to manipulate anything held in your hands, claws, 
  whatever. 
  No Grasping Limbs: You cannot hold or manipulate anything, 
  except perhaps (very crudely) by holding it in your mouth. 
  Poor Hearing: You roll two fewer dice for Perception rolls 
  involving hearing. 
  Poor Sight: You roll two fewer unkept dice for Perception 
  checks involving sight. 
  Silence: You roll three extra unkept dice for Stealth rolls. 
  Speed: You roll one extra unkept Action die for Initiative each 
  Round. 
  Swim: Your movement is unimpeded when swimming. 
  Warmth: You are not bothered by extreme cold. Extreme heat 
  (but not fire), on the other hand, affects you twice as much as 
  usual. 
  Vendel/Vesten 
  Lærdom 
  Restrictions: Vendel or Vesten only (Only Vesten can achieve 
  Master Degree) 
  Lærdom (lair-dom) is the study of words believed to be the 
  “true names” of metaphysical concepts important to the 
  Vestenmannavnjar. According to the Skjæren (skyair-en, “Rune 
  Carvers”), these twenty-four words were spoken by their tribal 
  ancestors, who became their pantheon of gods. Each represents a 
  physical or emotional characteristic which is embodied by the 
  god who first carved it. Today, Skjæren are able to tap into the 
  primal forces of the world through use of the Lærds (lairs, 
  “Runes”). 
  Runes are inscribed, forged or written onto specific items, 
  granting them the power of their god. It is not enough to speak 
  the word; it must be brought into the world and invoked in a 
  ritual that only a Skjæren can accomplish. 
  The power invoked by the Lærd depends on the level of 
  mastery the Skjæren has achieved. Apprentices only understand 
  the physical nature of the rune, the power lingering on the 
  surface. Adepts have become familiar with deeper secrets and are 
  able to inscribe them onto items. 
  Masters have discovered the final secret—the Great Wisdom—
  and are able to summon the Lærd’s power into themselves. But 
  they have another advantage, as well. They are able to perceive 
  the Living Myth—Valhalla—all around them as a shadowy, 
  indistinct place. They can faintly hear the singing of their 
  ancestors chanting the Song of the World as they ride into battle. 
  Master Skjæren may occasionally receive helpful advice from 
  their ancestors or perceive important omens invisible to their 
  friends (at the GM’s discretion). 
  Path Mastery: Invoking, Inscribing, Becoming 
  Sorcerous Knacks: Kjøtt, Bevegelse, Varsel, Ensomhet, Styrke, 
  Uvitenhet, Stans, Storsæd, Kyndighet, Sterk, Velstand, Fjell, 
  Høst, Grenseløs, Krieg, Nød, Sinne, Tungsinn, Herje, Reise, 
  Fornuft, Lidenskap, Kjølig, Villskap 
  Apprentice Degree: Discoverer of Secrets 
  At this degree of skill, you are able to invoke only a small 
  amount of power from the runes, and that power is temporary. 
  When you tap into the power, it’s like touching a live wire—the 
  natural instinct is to pull away. You invoke the words spoken by 
  Creation, after all, and such power could burn you if you aren’t 
  careful with it. Most apprentices use paper and ink to invoke the 
  words, although they could also be written in the sand, on wood 
  or glass, or on any other surface. 
  Adept Degree: Ward of Secrets 
  At the second degree of initiation, you have learned to hold the 
  power of the herds a little longer—time enough to mark an 
  object with it, carving it into the item’s surface. Runes have been 
  found on swords, armor, doors, archways, and even goblets. 
  Runes inscribed on objects are not permanent and must be 
  maintained. Each one you’ve inscribed must be renewed once 
  per year, or they lose their power. Conventional wisdom within 
  Vendel holds that herds renewed on the specific day they were 
  inscribed gain additional effect, even allowing the Skjæren to 
  temporarily make temporarily with their gods. 
  Master Degree: The Heart of Secrets 
  At the final level of mastery, the Skjæren has learned to touch 
  the deepest heart of Lærdom—he becomes the runes he 
  summons. Lærds are branded into the Skjæren’s flesh and 
  become a part of him forever. 
  Lærdom Knacks 
  In the following rune descriptions, the effect of invoking the 
  rune, inscribing the rune, or becoming the rune do not vary 
  unless 
  indicated. 
  Target 
  Numbers 
  are 
  listed 
  for 
  Invoking/Inscribing/Becoming, respectively. 
  1. Kjøtt (“Flesh”) 
  [TN 15/25/40] The first rune is that of Self. “Know yourself,” 
  it sings. “That is the first lesson; the first truth…” The rune of 
  Flesh demands that the sorcerer be honest with himself. It is said 
  that the god who embodies this rune was the most hermetic 
  Vestenmannavnjar to ever live, never speaking to anyone but 
  Empathy (see rune #2) after he solved the Riddle of Flesh. 
  Effect: Adds two unkept dice to resist any attempts to fool or 
  beguile through magical or mundane means. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 147 
  2. Bevegelse (“Empathy”) 
  [TN 20/30/40] Beyond the inner Self lies the Outer World, in 
  which others mingle and meld together in one cohesive (though 
  chaotic) whole. Empathy is the next natural step from Flesh, 
  being the union of Self with the Outer World: It is said that the 
  goddess Empathy taught Flesh to understand himself which 
  made her the stronger of the two, though Solitude (see rune #4) 
  took objection, saying that “the Second would never survive 
  without the First 
  Effect: Adds two unkept dice to any social interaction. 
  3. Varsel (“Omen”) 
  [TN 15/25/40] The third rune belongs to the messenger of the 
  gods, the Trickster who sends omens and subtle warnings. 
  Though Omen has been blamed for being unfair in his games, 
  making them too difficult for humans to see, he has disagreed, 
  claiming that “only those willing to listen are worthy to hear…” 
  Note: All the effects that are listed apply to all Skjæren who 
  choose this rune. 
  Invoke/Inscribe Effect: With a successful Lærdom check using 
  this rune, the Skjæren may speak to others in secret (all those 
  present whom the Skjæren wishes to deceive hear only a garbled, 
  foreign language). Those using the Flesh rune (see rune #1) are 
  immune to the effects of this ability. 
  Become Effect: The Skjæren may use his Invoke/Inscribe ability 
  at will, without rolling. 
  4. Ensomhet (“Solitude”) 
  [TN 15/25/40] The fourth rune cuts away the past, which is an 
  anchor that prevents you from moving forward. It allows you to 
  let your past angers, fears, and obsessions go, so you may 
  concentrate on the present. This is the duty of the true hero, the 
  one who understands that the future waits for no-one. Solitude 
  was the first to accept his gift, the first to use it, and the first to 
  fall saving his home. 
  Effect: Adds two unkept dice to Resolve tests. 
  5. Styrke (“Strength”) 
  [TN 15/25/40] The fifth rune is that of Strength, who 
  challenges flesh for supremacy of the human body. He was a 
  warrior, within and without, with the soul of a demon and the 
  power of the wildest ox. The epic story of his courage is well 
  remembered across Vendel; the modern sport of “caber tossing” 
  (lifting the trunk of a large tree by its end) grew from the legend 
  that he uprooted the tallest tree in Théah as a challenge to Legion 
  itself. In so doing, he drew the line between this world and the 
  demons it had embraced, a conviction shared by many 
  Vestenmannavnjar today. 
  Effect: Adds one unkept die to all Damage rolls. 
  6. Uvitenhet (“Mystery”) 
  [TN 20/30/40] The sixth rune hides the truth; it is mystery. 
  What was clear is concealed, and what was known is forgotten. 
  When the Skjæren take on the aspect of Mystery, their deceits 
  and lies go unnoticed, veiled even from the Gateway rune. Many 
  have said that those same Carvers begin slipping away from 
  themselves thereafter, becoming less and less as everyone knew 
  them. As if in support of this, many who have fused with 
  Mystery (becoming the rune) have permanently cut ties with all 
  they knew, devoting the remainder of their lives to scholarly 
  work and puzzling out the nature of all they encounter. 
  Effect: Adds two unkept dice when deceiving someone else and 
  counteracts the Gateway rune. 
  7. Stans (“Calm”) 
  [TN 10/20/35] Calm is the seventh rune, also known as Sorrow. 
  For the sailor, there is no greater tragedy than for the sea to still. 
  At the Skjæren’s command, winds die, the air is becalmed and 
  quiet, and doom is brought to the sea. The god Calm observed 
  the moment of silent revelation after Legion was thrust back into 
  Abyss at the end of the war for Vendel. He has observed the 
  same silent moment between each Age since. 
  Hero Creation: During creation of any Hero with this rune, you 
  must decide which one of two focuses you wish to have—
  weather or emotions. Each has a different mechanic that follows 
  the Hero through his career. Once the choice is made and play 
  begins, it cannot change and every degree of mastery uses that 
  effect. 
  Weather Effect: Stills the present weather conditions within the 
  effective range according to the rules for Weather runes (above). 
  Gales fall to breezes, and blizzards are reduced to gentle 
  snowstorms. Weather conditions cannot be changed with this 
  rune (e.g. Rain into an earthquake), however. 
  Emotional Effect: Adds two unkept dice when trying to calm 
  another’s mood or curb aggressive emotions. 
  8. Storsæd (“Greatness”) 
  [TN 15/25/40] Like the Fool of the Major Arcana, Greatness 
  represents the fledgling hero, the young and untrained prodigy 
  begging to be honed to a sharp edge. It is also far more than that. 
  Greatness is encouragement for others like itself, reflecting the 
  best in all it meets. The first person to fill this role was a squire 
  to Styrke, the man who would become Strength (see rune #5). 
  Though seemingly weak and always protected by others, Storsæd 
  proved the most valiant of all, never wavering through the Worst 
  Days and proving to be an example of what they were all 
  fighting for. 
  Note: All the effects that are listed apply to all Skjæren who 
  choose this rune. 
  Invoke/Inscribe Effect: The Greatness rune activates according 
  to the same rules as any that adds dice. During its duration, and 
  after performing any successful Action, the number of Raises 
  made with that successful Action may be distributed among any 
  who observed the Action (all going to one person, or one each to 
  several). These are considered Free Raises, and must be applied 
  to the very next Action they roll for. Note that the limit for this 
  ability is the Skjæren’s lowest Trait. 
  Example: If his lowest Trait Rank is a 2, any Raises he succeeds 
  with beyond the first two may not be transferred in this manner). 
  Become Effect: At the start of every Scene, the Master Skjæren 
  receives a pool of Free Raises equal to his lowest Trait. He may 
  use these himself or divvy them out to others in his presence at 
  any point during the Scene, but any not used by the Scene’s end 
  are lost. 
  9. Kyndighet (“Skill”) 
  [TN 15/25/40] According to the Vestenmannavnjar legends, 
  Kyndighet was the stout and clear-headed mentor to the group 
  that saved the world. He knew that victory could not be rushed, 
  that valor could not be hurried. He always taught the value of 
  patience until the proper moment arrived - then he showed them 
  all what triumph meant. His rune has become a symbol of 
  adroitness and instruction. 
  Effect: Allows a reroll of one die each Combat Round. Note that 
  all parameters for the use of runes that Add Dice also apply here. 
  10. Sterk (“Wholeness”) 
  [TN 20/30/40] “Understanding one’s own weaknesses is more 
  important 
  than 
  knowing 
  those 
  of 
  your 
  foes”, 
  is 
  a 
  
  PAGE 148 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Vestenmannavnjar phrase attributed to Sterk, the warlord who 
  never fell. His fighting style was purely defensive, focusing on 
  protecting himself over hurting the enemy. In the end, most of 
  his battles were won by wearing the aggressor out until he could 
  strike one decisive blow. In this way, he was good company for 
  Kyndighet (see rune #9), whose teachings were of utmost interest 
  to him. Skjæren who worship through his rune are blessed with 
  the uncanny ability to shrug off blows and dodge even crossbow 
  bolts at close range. 
  Effect: Adds 5 to the TN to hit the Skjæren. Note that all 
  parameters for the use of runes that Add Dice also apply here. 
  11. Velstand (“Wealth”) 
  [TN 10/20/35] To hear the Vestenmannavnjar tell the story, 
  Velstand the Pauper was the richest man in the world. His 
  altruism was perhaps the purest intent of any who walked as 
  gods among the Vestenmannavnjar over a thousand years ago. 
  Velstand came from a foreign land, with strange features and a 
  voice that flirted with every wave of the ocean, and he was wise 
  beyond his years. His homeland had been destroyed by Legion 
  before the War, and he had come to Vendel to protect what he 
  saw as an “innocent culture, devoid of the rampant greed and lust 
  spreading across the world.” 
  His rune would become known as Wealth for lack of a more 
  accurate term. Through it comes an endless wellspring of ideas, 
  as if the Carver’s mind filled with the collective knowledge of all 
  who had come before. The early Skjæren were very careful about 
  who learned this rune’s secrets, well aware of its potential for 
  misuse, but most in modern Vendel do not share their concern. 
  Wealth is rapidly becoming the most popular Lærd among them, 
  especially the merchant class. 
  Hero Creation: During creation of any Hero with this rune, you 
  must decide which one of two focuses you wish to have—money 
  or wisdom. Each has a different mechanic that follows the Hero 
  through his career. Once the choice is made and play begins, it 
  cannot change, and every degree of mastery uses that effect. 
  Money Effect: With a successful Lærdom check (according to 
  the rules for runes that Add Dice) the Skjæren gains an 
  additional one-hundred percent of all monies acquired through 
  means other than regular income while this rune is active. 
  Wisdom Effect: With a successful Skill check (according to the 
  rules for runes that grant dice, above) the Skjæren may tap into 
  his hereditary memory, and may ask of the GM one question 
  relevant to his current situation. The answer will be a brief 
  “flashback” into the life of a former Skjæren devoted to the 
  Wealth rune which is pertinent to the Hero’s present state 
  somehow. The relevance of the scene must be determined by the 
  player. 
  12. Fjell (“Mountain”) 
  [TN 15/30/45] Just as the twelfth rune is the rune of heroic 
  sacrifice, so too it is the absence of suffering. Crippling wounds 
  are ignored by Skjæren using this rune. It takes away suffering, 
  salves pain, and frees the Skjæren’s mind to live “in the 
  moment.” 
  Fjell, the man who took on this rune in the name of his people, 
  was a “sympathetic healer.” During the final hours of the Worst 
  Days, when the mighty Krieg (see rune #15) fell before Legion, 
  he took on the Warrior’s wounds, saving Krieg’s life while 
  sacrificing his own. Never satisfied with defeat, however, Krieg 
  defied the Bargainer who had gifted them all, venturing into its 
  home within the Great Tarn Mountain to find a way to bring him 
  back. When he returned, this rune, the name of power, prevented 
  his imminent death. 
  Note: All listed effects apply to all Skjæren who choose this 
  rune. 
  Invoke/Inscribe Effect: When used, the Skjæren selects one 
  Dramatic Wound he has already suffered. For the duration of the 
  rune’s effect (determined as per the rules for runes that Add 
  Dice), that Dramatic Wound is ignored, both for the purposes of 
  penalties from it and for determining unconsciousness. 
  Become Effect: The Skjæren can suffer one extra Dramatic 
  Wound before falling unconscious, and may ignore any penalties 
  from one Dramatic Wound (chosen when the wound is inflicted; 
  the Skjæren may choose another once that Wound is healed). 
  13. Høst (“Harvest”) 
  [TN 20/30/40] The thirteenth rune symbolizes the time of 
  plenty, the Harvest. There is no famine during Harvest, and the 
  gnawing hunger of the winter to come is forgotten. It is the 
  season of rejoicing, for the fruits of one’s labors are at hand. But 
  Harvest is also the lesson that has been taught along the way - 
  nothing can be gained without work and dedication, and 
  perseverance reaps the most precious of rewards. 
  The man known as Høst was the only Skjæren left behind 
  during the Worst Days. He tended the fields and farms of the 
  Vestenmannavnjar during Legion’s onslaught, and rallied the 
  common folk to follow suit lest their homes and lives be forfeit. 
  His long struggle is remembered over the first meal culled from 
  each year’s harvest, even among those who consider Lærdom a 
  corrupt stain on their nation. 
  Note: All the effects listed apply to all Skjæren who choose this 
  rune. 
  Invoke/Inscribe Effect: Prior to the start of any Story, the 
  Skjæren may reduce one of his Knacks voluntarily by one Rank. 
  With a successful use of this rune, the Rank is “stored away” 
  throughout the adventure, not granting the die it normally would. 
  At the end of the adventure the Skjæren receives the Rank back, 
  along with 2 XP he may spend only on that Knack. 
  Become Effect: The Skjæren may use his Invoke/Inscribe ability 
  once per adventure without rolling. 
  14. Grenseløs (“Unbound”) 
  [TN 15/25/40] The way is opened by the fourteenth rune. 
  Those things that would try to constrain the Skjæren are 
  defeated. While locked doors may still bar his path, shackles, 
  ropes, and bindings slip from him and cannot find a hold. 
  Grenseløs, the first to exhibit this ability, was the only person 
  ever to escape the Great Keep of Krigsfang, where even Legion 
  was said to have been bound. 
  Note: All the effects listed apply to all who choose this rune. 
  Invoke/Inscribe Effect: Bindings and shackles fall off the 
  sorcerer when this rune is invoked. 
  Become Effect: Bindings and shackles slip off the sorcerer when 
  he wishes. 
  15. Krieg (“Warrior”) 
  [TN 15/25/40] The fifteenth rune, the Warrior, is victory in 
  battle. The arrow finds its mark more easily, and the axe’s thirst 
  for blood quickens. The Sons of the North greatly prize this rune, 
  though many look back to the days following the Great War, 
  when Krieg the Inhuman ravaged the coasts with an army of 
  branded followers as proof of its ultimate corruption of the flesh. 
  Effect: Adds one unkept die to all Attack rolls. 
  16. Nød (“Intensity”) 
  [TN 15/25/40] Sixteenth among the runes is Intensity, who 
  diametrically opposes Calm (see rune #6). Legend states that the 
  two married prior to the Worst Days, and that they were driven 
  apart by their differences once they received their runes. 
  Intensity is all that is violent, aggressive, and forthright. She (and 
  her rune) are a terror on the open sea, almost as bad as her 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 149 
  former mate. She howls with a savage wind, seethes beneath the 
  roiling waves, and stings the eyes of all who look upon her angry 
  shape. 
  Hero Creation: During creation of any Hero with this rune, you 
  must decide which one of two focuses you wish to have—
  weather or emotional. Each has a different mechanic that follows 
  the Hero through his career. Once the choice is made and play 
  begins, it cannot change and every degree of mastery uses that 
  effect. 
  Weather Effect: Worsens the present weather conditions within 
  the legal range for Weather runes (above). This can turn a drizzle 
  into a downpour, a snowstorm into a blizzard. Weather 
  conditions cannot be changed with this rune (e.g., rain into an 
  earthquake), however. 
  Emotional Effect: Adds two unkept dice when trying to incite 
  another’s wrath or promote aggressive emotions. 
  17. Sinne (“Anger”) 
  [TN 15/25/40] The seventeenth rune is that of the bitter gale 
  winds. Anger wells up within the sky until it bursts forth in fitful 
  gusts of air like a godlike infant run amok; it is uncontrollable to 
  most, and unquestionable to the rest. Sinne was 
  living embodiment of this fury, a ravishing beauty no one could 
  possess, control, or even hold the attention of for very long. She 
  remains one of the most emulated of the Vestenmannavnjar 
  pantheon. 
  Effect: Adds two unkept dice to all Knack checks based on 
  Brawn. 
  18. Tungsinn (“Gloom”) 
  [TN 15/25/40] The eighteenth rune brings sullen morning 
  showers. Gloom drains the life from all around it, casting 
  everything in a lifeless shade of gray before it covers the world 
  with an endless stream of lonely tears, and leeching the courage 
  from the bones of Heroes. It reminds most of their losses and 
  washes over the rest without care. Tungsinn was the living 
  embodiment of this malaise, a nihilistic critic who was sure the 
  Vestenmannavnjar would lose the War until several long 
  moments after its end. He has been mostly forgotten, as people 
  have better things to do than sulk and cower. 
  Effect: Adds two unkept dice when trying to cause depression or 
  fear in another person. 
  19. Herje (“Ruin”) 
  [TN 20/30/40] The nineteenth rune is that of disruption and the 
  destructive forces of nature. Ruin comes unexpectedly, brutally 
  awakening everyone it touches and thrusting them into a 
  desperate struggle to survive. Herje was the living embodiment 
  of this devastation, a man plagued with the worst luck of any 
  who ever survived childbirth. Like many of the original gods, 
  Herje fled his homeland after the Worst Days, and nearly all 
  images of him (save those carried by the Skjæren who “worship” 
  him through this rune for its power) have been burned in the 
  hopes that he will never return. 
  Effect: Add your Rank in this rune to the TN of your target’s 
  next Action. This rune’s effect ends immediately thereafter. 
  20. Reise (“Journey”) 
  [TN 15/25/40] The twentieth rune is the swift Journey. Though 
  a battle may be miles away, the Sons of the North who hear 
  Journey’s call rush to answer, their blood burning in their veins. 
  It is the path that matters to them, not the goal, for they have 
  come to understand the importance of every experience along the 
  way. If anything, they are loath to see a journey end (especially 
  life itself), though their dedication to travel and years of careful 
  consideration have prepared even the most fearful to pass on the 
  mantle of their god to the next generation when the time comes. 
  The god of this rune may have been the first to take this title, but 
  he will not be the last—the name Reise has become very 
  common in Vestenmannavnjar over the centuries. 
  Effect: Adds two unkept dice to any Perception checks. 
  21. Fornuft (“Gateway”) 
  [TN 20/30/40] The twenty-first rune is the Gateway. Visions 
  appear in the waters stirred by the Skjæren’s finger. With this 
  rune, the Sons of the North can spy on their enemies and learn 
  their plans. The rune of Mystery (see rune #6) forms the only 
  certain defense against Gateway. Carvers who have learned the 
  secrets of Knowledge are a valuable commodity in Vendel 
  (particularly among the various Guilds, who hire their services 
  out for a profit). 
  The original bearer of this rune, Fornuft, was an aging artist 
  who had gone blind while trying to paint the sun. He later 
  received an epiphany, what he referred to as “divine inspiration”, 
  and began creating works of art based upon the exploits of the 
  other Vestenmannavnjar gods. During the Worst Days, he learned 
  that his “visions” were actually happening as he observed them, 
  across the nation and beneath the bitter, darkened sky of battle. 
  From then on, his statements and works of art weighed more 
  heavily, and he eventually joined in the pantheon he had once 
  aided. 
  General Effect: The Skjæren may call up visions of other 
  places, but the rune of Mystery blocks the visions for a radius of 
  50 feet, showing only a cloudy gray haze. While calling up a 
  vision, the sorcerer must close his eyes and cannot speak. 
  Invoke Effect: The Skjæren may view events in a place he is 
  familiar with for one Round, plus one Round per Raise. 
  Inscribe Effect: When this item is used, it shows events in a 
  location the user has seen before for one Round, plus one Round 
  per Raise. The object must have a reflective surface of some 
  kind. 
  Become Effect: The Skjæren may call up visions of anywhere in 
  the world he’s been to and maintain them for one Round, plus 
  one Round per Raise. While calling up a vision, he must close 
  his eyes and cannot speak. This ability may be used only once 
  per day. 
  22. Lidenskap (“Passion”) 
  [TN 15/25/40] The twenty-second rune is Passion, or day. The 
  clouds part; the rain ends, and the sky clears up. Fog, too, is 
  dispelled by the auspices of this rune. With the use of the runes 
  of Passion and Hatred, nearly every journey can be made a 
  pleasant one. Lidenskap was a fiery man whose temper appeared 
  as often as the sleek edge of his blade. 
  Effect: Can increase the temperature within the range accorded 
  by the rules for weather runes (above). This may include such 
  things as blistering heat waves, droughts, and other heat-based 
  effects. 
  23. Kjølig (“Hatred”) 
  [TN 15/25/40] The twenty-third rune is Hatred, or night. The 
  clouds come together, the moon smiles upon the cool ground, 
  and the air becomes more crisp, more sharp. Kjølig was a 
  brooding angel, whose billowing black form skirts the moonlit 
  clouds on clear nights to this day. The bodies of those who felt 
  her acid kisses linger still upon Tarn Mountain in the north. 
  Effect: Can decrease the temperature within the range accorded 
  by the rules for weather runes (above). This may include such 
  things as freezing nights, snow, and other cold-based effects. 
  
  PAGE 150 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  24. Villskap (“Fury”) 
  [TN 15/25/40] The twenty-fourth rune is Fury, or lightning. 
  The rumbling of the sky foreshadows the doom of the enemies of 
  the Vestenmannavnjar. Villskap fought alongside Styrke and 
  Krieg during the Worst Days, hurling lightning bolts down upon 
  the Tarn Mountains. When Krieg went mad after the battle, 
  Villskap was the one who slew him, but only after Krieg 
  strangled Styrke in his madness. 
  Effect: Allows you to fire a lightning bolt from your hands, 
  which is targeted like a normal missile attack, with a range of 25 
  times your Mastery Degree. The value for both the Attack roll 
  and Damage value is: your Mastery Degree+Villskap Knack, 
  keeping your Mastery Degree. 
  Mechanics 
  Most of the runes either add dice to specific Actions, or control 
  the weather. These effects are explained below. In the 
  descriptions, each rune is listed with three Target Numbers, used 
  when invoking, inscribing, or becoming that rune (respectively). 
  Adding Dice 
  Invoking 
  When invoking a rune that Adds Dice, you use one Action and 
  roll your Resolve+Rune Knack versus that rune’s Invoke TN. If 
  successful, you receive the benefit from the rune for one Round, 
  plus one Round for each Raise made. 
  Inscribing 
  When you inscribe a rune that Adds Dice, you use five Actions 
  (this shouldn’t be possible in combat under most circumstances). 
  Then you roll your Resolve+Rune Knack versus that rune’s 
  Inscribe TN, and give the object that is being inscribed a name 
  (which the item will thereafter always be called). Keep track of 
  the number of Raises made at this point. If successful, the rune is 
  inscribed for one year, to the day. On that day (or before if you 
  desire), you may perform the ritual of inscription again, 
  renewing the rune upon the item. 
  Once an item is given a name, it may never take another. 
  Anyone (even someone without Lærdom) who holds the 
  inscribed object and speaks its name is affected by the rune 
  inscribed on it for one Round, plus one Round for each Raise 
  made at the time of inscription. No roll is made when using an 
  inscribed rune, only when actually inscribing it. 
  Becoming 
  When you become a rune that Adds Dice, you brand or carve it 
  permanently on your own body. This takes 10 Actions (and is 
  never possible during combat) and requires a red-hot iron brand. 
  You roll your Resolve+Rune Knack versus that rune’s Become 
  TN. If successful, the rune permanently becomes a part of your 
  body, giving you its benefits as long as you live. You take 2k2 
  Damage from the branding. 
  The rune cannot be destroyed short of killing you, and it does 
  not count towards the normal limit of runes affecting you at once 
  (see Limitations below), nor does it have to be maintained like an 
  inscribed rune. If the Becoming ceremony fails, you take damage 
  as normal, but it may be attempted again after a week, as the 
  failed rune fades from your skin by then. 
  Weather 
  Weather runes have powerful effects. Typhoons, droughts, and 
  blizzards can all be summoned using these runes in conjunction. 
  The area affected is one square mile for Apprentices, three 
  square miles for Adepts, and ten square miles for Masters. The 
  duration is one hour for Apprentices, one day for Adepts, and 
  one week for Masters (assuming another sorcerer doesn’t also 
  tamper with the weather). You may choose to cancel any weather 
  effects you’ve caused at any time. 
  The GM has full control over the practical effects of weather. It 
  is possible for people to be killed in monsoons or earthquakes, 
  but the Skjæren who caused them through the use of runes 
  cannot control this effect. With a successful Knack use, and no 
  called Raises, they can only turn the basic weather effect (as seen 
  in the rune descriptions) on and off. 
  Raises can be called to increase or decrease the effects with 
  some modicum of control. The Skjæren asks for a specific 
  change to the basic effect as written, and the GM assigns a 
  number of required Raises, as with all other game Actions. 
  Invoking 
  When invoking a Weather rune, you use one Action and roll 
  your Resolve+Rune Knack versus that rune’s Invoke TN. If 
  successful, the weather adjusts according to the specifics of the 
  rune (as shown in the descriptions, below). You can only invoke 
  Weather runes outdoors. 
  Inscribing 
  When inscribing a Weather rune, you use five Actions and roll 
  your Resolve+Rune Knack versus that rune’s Inscribe TN, 
  naming the object and making note of any Raises for when the 
  item is used. If successful, the rune is inscribed and good for one 
  use. Anyone (even someone without Lærdom) who holds the 
  inscribed object and speaks the name activates the rune, as if the 
  original sorcerer had just invoked it. 
  The person who activates the rune immediately takes 1k1 
  Damage to power the rune. No roll is made when using an 
  inscribed rune, only when actually inscribing it. Inscribed 
  weather runes do not count towards a sorcerer’s limit of 
  maintained runes, and they can only be used outdoors. 
  Becoming 
  You become one of the Weather runes, just like you become 
  one of the runes that Add Dice. This allows you to use its power 
  at will. 
  Limitations 
  General Rune Restrictions 
  Runes are dangerous to work with. If you overstep your 
  abilities, you’ll get burned by their power. Whenever you try to 
  invoke, inscribe, or become a rune and fail the roll, you take 1k1 
  Damage for every five points, or part thereof, by which you 
  missed the Target Number. 
  Example: If you roll 7 lower than the rune’s TN, you take 2k2 
  Damage. 
  Skjæren can only control a number of runes equal to their 
  Brawn. 
  Example: A Skjæren with Brawn 3 may not use more than three 
  runes at once. 
  The number of controlled runes can be increased through 
  Raises (one Raise per additional rune attempted, applied to every 
  Action performed with that rune). If a Lærdom check is ever 
  failed while using more runes than your Brawn, the sheer power 
  coursing through your body becomes too much for you to 
  handle, and you suffer 1k1 Damage for every rune being used at 
  that time. In addition, all the runes immediately fail, thus ending 
  their effects. 
  Most importantly, no-one can be directly affected by more than 
  one of the same rune at any time. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 151 
  Restrictions on Invoking Runes 
  You may only attempt to invoke a number of runes per day 
  equal to your Wits. Failed attempts and multiple invocations of 
  the same rune count towards this total. 
  Restrictions on Inscribing Runes 
  First, runes cannot be inscribed onto anything alive, other than 
  a Skjæren. Second, any individual object can only have one—
  and only one—rune inscribed on it—ever. 
  Example: A sword inscribed with the Kjøt rune could not be re-
  inscribed with the Sterk rune after the duration of the Kjøt rune 
  wore off. 
  Third, the sorcerer cannot maintain more inscribed runes at 
  once than his Brawn. 
  Example: A Skjæren may only inscribe a number of runes upon 
  items equal to his Brawn. 
  If he exceeds this limit, then all runes he is maintaining 
  immediately fail, ruining all the objects involved. They may 
  never have another rune inscribed on them. 
  Lastly, an inscribed rune may only be activated a number of 
  times per day equal to the inscriber’s Wits. 
  Restrictions on Becoming Runes 
  You may only become one rune—ever. 
  Vodacce 
  Sorte 
  Restrictions: Vodacce Fate Witches only 
  Fate magic is one of the rarest sorceries in Théah. It is only 
  found in Vodacce, and runs only in the blood of its women. 
  Those attuned to Sorte can see the great web of fate and how its 
  tendrils connect to all things. With enough skill, the Sorte strega 
  (“Fate Witch”) can recognize the types of strands as well. 
  Finally, the grand witches (called “nonna” by lesser witches) can 
  create or destroy strands, a very dangerous undertaking. 
  Path Mastery: Touching the Strands, Tugging and Stretching the 
  Strands, Cutting the Strands 
  Sorcerous Knacks: Arcana, Coins, Cups, Staves, Swords, Black 
  Strand 
  Apprentice Degree: Touching the Strands 
  Sorte apprentices (called “clotho” by their sisters) first learn to 
  sense the strands of fate. As the apprentice’s skill grows, she can 
  see the connections between people. Soon enough, she can also 
  determine the nature of those connections. A clotho, for instance, 
  could see the Cups strand between two secret lovers, and the 
  Swords strand beginning to form between her lover and her 
  unaware husband. 
  Adept Degree: Tugging and Stretching the 
  Strands 
  Adepts of Sorte (called “lachesis” by their sisters) have the 
  ability to “tug” on the strands they’ve learned to perceive. They 
  can make some strands tug harder on a Hero than others. For 
  instance, if a Hero feels slight loyalty to his father and a stronger 
  loyalty to his mother, the lachesis can tug on the slighter Staves 
  strand, making it stronger than the mother’s Staves strand for a 
  short period of time. 
  Instead of tugging on a strand, the lachesis can stretch it. 
  Stretching the strands increases or decreases the target’s chances 
  of success or failure. 
  Fate Witches do not use this power carelessly. Although they 
  know they will get the desired effect when using their magic, 
  they are never certain just how the magic is going to accomplish 
  its goal, and Sorte can be perverse in its interpretations of a Fate 
  Witch’s wishes. 
  Master Degree: Cutting the Strands 
  Master Fate Witches (called “nonna atropos” by their sisters) 
  have learned the most potent ability of all: to create and destroy 
  fate strands. Again, the Witch will get what she asked for, but the 
  means of accomplishing the desired effect can only be guessed 
  at. 
  Creating and destroying fate strands is extremely dangerous. It 
  tampers with the very fabric of reality, a fabric that is very elastic 
  and has been known to snap back at those who tamper with it. 
  Sorte Knacks 
  The Strands 
  When the Fate Witch is young, she learns how to observe the 
  strands using a Sorte deck. The deck is comprised of 78 cards, 
  divided into two categories: Lesser and Greater. The Lesser 
  Cards are further divided into four suits: Coins, Cups, Staves and 
  Swords. Each suit has cards numbered from one to ten along 
  with four Court Cards: the Squire, Knight, Queen and King. The 
  Greater Cards are different; they have no suit, and the cards are 
  numbered from zero to twenty-one. These Greater Cards are 
  sometimes referred to as “Arcana.” 
  The Fate Witch learns to read fate strands by learning the 
  relationships between the Lesser Cards. She reads the 
  complicated patterns the fate strands make while shuffling, 
  dealing and reading card configurations. Each suit corresponds to 
  a specific strand type, and once she can identify the symbolic 
  meaning of the different suits, she can also identify the meanings 
  of strands. 
  As for the Greater Cards, they reveal the strengths and 
  weaknesses that lurk in the hearts of other people. The Fate 
  Witch can’t affect the Arcana in any way, but she can use this 
  knowledge to manipulate those whose weaknesses she knows. 
  Meanings of the Lesser Cards 
  Coins: Coins are yellow strands that represent Commerce. A 
  Coin strand from one person to another indicates some sort of 
  business relationship, or a relationship based on fiscal advantage. 
  Cups: Cups are blue strands that represent Passion. A Cup strand 
  indicates an emotional link between the two subjects. 
  Swords: Swords are red strands that represent Conflict. A Sword 
  strand indicates that some degree of conflict (emotional or 
  physical) exists between two subjects. 
  Staves: Staves are green strands that represent Authority. A Staff 
  strand between two individuals represents a relationship based on 
  status or respect (forced or otherwise) rather than emotion or 
  commerce. 
  Meanings of the Greater Cards 
  There are twenty-two Greater Cards in the Sorte deck; when 
  viewed together, in numerical order, they make what the Sorte 
  strega call “The Great Tale.” 
  Arcana appear as ghostly images looming over the person they 
  accompany. These images can appear right-side-up, in their 
  “proper aspect”, or upside-down, referred to as their “inverted 
  aspect.” The proper form of an Arcana normally indicates a 
  strength of some sort, while the inverted form of an Arcana 
  indicates a weakness. The sole exception to this rule is the 
  Legion card, whose strength is inverted, instead of its weakness. 
  
  PAGE 152 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Black Strand 
  Restrictions: Sorte Adepts and Masters only 
  The black strand represents impending death in Fate Witch 
  lore. However, it doesn’t always appear before every person dies, 
  so there is probably another condition attached to its formation as 
  well. Black strands cannot be tugged, stretched, created or cut. 
  However, Fate Witches who learn this Knack can see black 
  strands when they form, and sometimes seem to remain young 
  longer than they have any right to (see the Black Spread below). 
  Mechanics 
  Sensing Strands 
  A Fate Witch can do one of two things when sensing fate 
  strands. She can either sense the most important strands in a 
  person’s life, or attempt to look at a specific strand between two 
  people. 
  A Fate Witch can automatically look at a person’s most 
  important strands. An apprentice can see the single most 
  important strand, an adept can see the two most important 
  strands, and a master can see the three most important strands. A 
  Fate Witch does not need the appropriate Knacks to see strands, 
  only to manipulate them. 
  A Fate Witch can also attempt to see a specific fate strand 
  between two people. The TN is 15 and she must roll Wits+the 
  Knack corresponding to the suit of the strand. If she succeeds, 
  she receives the information detailed under Composition of a 
  Strand (see below). If she fails, she is unable to find that 
  particular strand. 
  Blessings and Curses 
  Vodacce men are famous for their outrageous fortune, good and 
  bad. Vodacce women are even more famous for their blessings 
  and curses. The Vodacce are so in tune with the elements of fate 
  that they can actually force its hand. The cost is high, but many 
  times it is worth it. On their deathbeds, many Vodacce mothers 
  call to their children for one final blessing before they pass into 
  the next world. likewise, new Vodacce mothers often bless their 
  children moments after they are born. 
  Enemies of the Vodacce take care never to meet the eyes of a 
  Vodacce woman, just in case. The wrath of an angry Fate Witch 
  should not be underestimated. In fact, most of Théah’s greatest 
  historical and literary tragedies begin with a Vodacce curse. 
  Vodacce women who wish to pass on a blessing or a curse do 
  so at the risk of great harm to their own fate. The ritual is very 
  simple. The witch looks into the eyes of the recipient and speaks 
  his name three times. Then she kisses him. If the ritual is 
  interrupted, the curse or blessing fails. 
  When the ritual is complete, the witch rolls her Resolve + the 
  appropriate Knack. For every 15 points rolled, the recipient gains 
  a Blessing die or a Curse die. However, the Witch gains one 
  Curse die for every 10 points rolled. 
  Blessing and Curse Dice 
  A Hero who receives a Blessing die rolls one extra Kept die 
  with every roll linked to the appropriate strand. However, this die 
  cannot explode. For example, a Swords Blessing would give the 
  Hero an extra die to roll with every roll involving a conflict. The 
  die remains until it rolls a 1, then it is discarded. 
  Example: Antonio has a Cups Blessing. Whenever he makes 
  rolls involving passion, romance or emotion, he rolls his 
  Blessing die and adds the result to the roll. Under normal 
  circumstances, Antonio can only keep a number of dice equal to 
  his Trait, but the Blessing die doesn’t count toward that total. 
  When Antonio’s Blessing die rolls a 1, he adds one to his total 
  roll, then discards the die. 
  Curse Dice work identically to Blessing Dice, but instead of 
  adding to each roll’s total, a Curse die subtracts from it. The Die 
  remains until it rolls a 10, then it is discarded. 
  Example: In addition to his Blessing die, Antonio also has a 
  Swords Curse die. Whenever he makes rolls involving conflict, 
  Antonio must roll his Curse die and subtract its score from his 
  total roll. When Antonio’s Curse die rolls a ten, he subtracts ten 
  from his roll, then throws away his Curse die. 
  The Composition of a Strand 
  Type: The Fate Witch always perceives the strand’s suit. When 
  manipulating strands, the Knack used is always the suit of the 
  strand. 
  Example: A Fate Witch who is trying to alter a Cups strand uses 
  her Cups Knack. 
  Ends: The Fate Witch can see who the other end of a strand is 
  attached to, as long as the other person is also within sight. If not, 
  she can still see the general direction that the strand’s other end 
  extends toward. 
  Strength: Strands have a strength of 1 to 10, with 10 being the 
  strongest. The higher the strength, the more important the 
  connection. 
  Court Cards: There are four primary instances during which 
  Fate Witches cannot alter strands, and these are signified by the 
  four court cards of the Sorte deck. There is a set of court cards 
  for each suit: Squire, Knight, Queen, and King. The Squire is the 
  “Discoverer of the Suit”, which means that the strand is too new 
  and unstable to be manipulated. The Knight is the “Defender of 
  the Suit”, which means that the strand is simply too powerful to 
  be altered. The Queen is the “Mother of the Suit”, which 
  indicates that the strand is splitting, or creating a new strand, and 
  cannot be manipulated until it has finished separating. The King 
  is the “Ruler of the Suit”, which signifies that the strand is too 
  old and stable to be changed. 
  Twisting: If the strand is becoming stronger, the Fate Witch sees 
  it twisting around and around. 
  Fraying: If the strand is becoming weaker, the Fate Witch sees it 
  fraying. 
  Remnants: The Fate Witch can see the remnants of a strand that 
  has been severed. Unless she can create a new strand, she cannot 
  alter it. 
  Tugging Strands 
  Fate Witches cannot tug on Strands they have not first 
  perceived. Therefore, a Witch must first see a strand before she 
  can begin manipulating it. Tugging on a strand can increase or 
  decrease its strength. Strands that currently have Court Cards 
  cannot be tugged upon. 
  In order for the witch to increase or decrease the strength of a 
  strand, she must make a Simple Resolve+Knack corresponding 
  to the Suit of the strand roll with a TN equal to 10 for each point 
  she wishes to alter the strand’s strength up or down. 
  Example: If she were trying to change a strength 10 strand to a 
  strength 8 strand, her TN would be 20. 
  This change lingers for one day per Rank in the Knack used. 
  The effects are not sudden, nor are they spectacular. 
  Technically, the witch has caused something to interfere with the 
  relationship. If she has weakened a Passion strand, then perhaps 
  the two lovers will quarrel tonight. Perhaps she will notice his 
  eye wandering over to a Castillian beauty. Maybe he will be sent 
  away to war, and their relationship will fade over the distance. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 153 
  Whatever the reason, the relationship will suffer, at least until the 
  Fate Witch’s magic wears off. 
  Stretching Strands 
  A Fate Witch cannot stretch a strand that currently has a Court 
  Card. 
  The simplest way to use Fate magic increases or decreases the 
  dice a Hero gets to use for an action. If a Fate Witch wishes to 
  increase the dice a Hero uses for an action (tugging on the strand 
  of success), she must make a Resolve+Knack roll. The TN is the 
  number of unkept dice she wishes to add, times 15. She must 
  have a Knack that corresponds to the action; the Cups Knack 
  cannot increase a Hero’s chance at bargaining. 
  Example: If a Fate Witch wishes to add two dice to a Hero’s 
  total while fencing an enemy, she must roll her Resolve+Swords 
  Knack with a TN of 30. 
  Subtracting dice from a Hero’s pool works in the same manner. 
  Destroying Strands 
  While both creating and destroying strands is very difficult, it 
  is easier to destroy something that has already been created than 
  it is to create something from scratch. 
  Destroying a strand is like ripping apart a spider web: each 
  strand is just as important as another in maintaining the balance 
  of the structure; the stronger the strand, the more vital it is to 
  maintaining that structure. A Fate Witch cannot destroy a strand 
  that currently has a Court Card. 
  In order to destroy a strand, the Fate Witch must make a 
  Simple Resolve+Knack [40] roll. If the roll is successful, the 
  strand snaps. The effects of this are very dramatic. Life-long 
  friends, lovers, husbands and wives suddenly feel no emotional 
  connection whatsoever. A tragic accident might tear a father and 
  his son apart, and the two might never meet again. 
  This is the most dangerous kind of magic, for the Fate Witch is 
  inevitably caught up in the wash of its effect. All strands attached 
  to the targets are affected by the act, and by default of her cutting 
  the strand, the witch is attached to both targets, even if only as a 
  casual acquaintance. Thus, few witches are willing—even if 
  able—to destroy strands; the consequences are simply too grave. 
  Creating Strands 
  Creating new strands puts an unexpected strain on fate’s skein, 
  thus causing pressures that cannot be predicted. In order to create 
  a strand, the Fate Witch must make a Simple Resolve+Knack 
  [50] roll. Like destroying strands, the Fate Witch will feel the 
  repercussions of that added strain. 
  However, creating new strands tends to be less menacing than 
  destroying them, although the effects are equally chancy. 
  Creating a new political relationship between two important 
  leaders can lead them to a mutual agreement, but it can also lead 
  to a war if the relationship isn’t tended properly. Likewise with a 
  romantic relationship: a witch who makes a man love her courts 
  disaster if she isn’t careful about the man she picks. If she 
  doesn’t watch out, she ends up with a romantic interest who just 
  won’t go away, and must resist the temptation to just cut the 
  man—literally—out of her life… and then face the metaphysical 
  consequences. 
  Vodacce women must be careful with their power. It is one of 
  the most versatile sorceries in the world, but at the same time, if 
  it is abused, it exacts a heavy toll. 
  The Arcana 
  When a Fate Witch wishes to see if a person has an Arcana, she 
  must roll against a new TN of 15. If she succeeds, she can tell 
  whether or not that person has an Arcana, and if so which one he 
  or she possesses. In game terms, the Arcana reveals which 
  Hubris or Virtue the Hero possesses, if any. 
  Fate Lashes 
  There are times when witches pull too hard on the strands of 
  fate. “Mad Queen” Marietta was one. She brought her husband’s 
  personal guard to a small village, had each of the villagers held 
  down, looked into each of their eyes and cursed them all. 
  For years, she made certain that the peasants who served under 
  her husband were kept in line with her power. But as the years 
  passed, she developed painful red, oozing scars on her lily-white 
  skin. Every strand of fate she twisted and snapped raked against 
  her, leaving a physical—and spiritual—mark. Eventually, she 
  went completely insane, killing her husband and her children 
  before her own mother put a knife in her throat. 
  A Witch earns a Fate Lash when one of the dice she rolls for 
  any Sorte-related check explodes two times or more. That is to 
  say, for each single die that generates a total of 20 or higher, the 
  Witch receives a Fate Lash. Note that she can choose not to reroll 
  10’s, so any Fate Lashes she receives are the result of her own 
  ambitions. 
  Each Fate Lash immediately causes the Fate Witch to lose three 
  Drama Dice. For every Drama Die she is short, she takes a 
  Dramatic Wound. The physical scar remains for three months, 
  but there are no further mechanical disadvantages. 
  Sorte and Music 
  Some Fate Witches have learned to weave fate strands into 
  musical compositions, infusing the notes and tempos with their 
  powerful magic. If properly performed, such pieces allow the 
  listener to experience new heights of emotion. Of course, few 
  Witches can claim credit for their compositions, since the most 
  successful composers are male. 
  If the GM wishes, he may allow Fate Witch Heroes to affect 
  their Composer Knack with Sorte magic. For every Rank in 
  Sorte, they may add one unkept die to any check involving the 
  Composer Knack. This bonus only applies if the Composer 
  Knack is greater than Rank 2; particularly difficult compositions 
  may require the expenditure of a Drama Die to gain the bonus 
  (GM’s discretion). 
  Card Spreads 
  Fate Witches are capable of performing complicated sorcerous 
  rituals using their Sorte decks as a mental focus. To do so, the 
  Fate Witch must meet the requirement below the spread’s name. 
  Next, she must have a Sorte deck, and ten minutes of 
  uninterrupted concentration. Then she simply lays out the cards 
  in the proper configuration, and follows the rules given under the 
  spread itself, noting that Spreads can cause Fate Lashes as usual 
  to the Fate Witch. Using an actual Tarot deck instead of rolling 
  dice can make performing these Spreads more enjoyable. 
  Coins Spread 
  Restrictions: Apprentice Degree or better only 
  The Coins Spread is one of the simplest a Fate Witch can 
  perform. She simply pulls out all of the Coins cards from her 
  Sorte deck, shuffles them together, and chooses three at random, 
  laying the second lengthwise across the first, and the third above 
  those two. By doing so, she hopes to cause fortune in monetary 
  endeavors that will increase the recipient’s income temporarily. 
  To perform this Spread, either the Fate Witch must spend a 
  Drama Die or the recipient must spend 2 Drama Dice. The Fate 
  Witch rolls a number of exploding dice equal to her Coins Knack 
  (or draws that many cards, treating Court Cards as 10s), adding 
  the total to the recipient’s income for the next month. This 
  Spread may be performed as often as the cost can be paid. 
  
  PAGE 154 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Cups Spread 
  Restrictions: Apprentice Degree or better only 
  The Cups Spread is also quite easy to perform. The Fate Witch 
  simply pulls out all of the Cups cards from her Sorte deck, 
  shuffles them together, and chooses three at random, laying the 
  second lengthwise across the first, and the third below those two. 
  By doing so, she hopes to increase the attraction of a particular 
  person to the recipient, in essence casting a temporary love spell. 
  To perform this Spread, either the Fate Witch must spend 2 
  Drama Dice or the recipient must spend 4 Drama Dice. The Fate 
  Witch rolls a number of exploding dice equal to her Cups Knack 
  (or draws that many cards, treating Court Cards as 10s). For 
  every 15 points she rolls, the recipient rolls an extra unkept die 
  when making Charm repartee attempts against the target for the 
  rest of the month. This Spread may be performed as often as the 
  cost can be paid. 
  Staves Spread 
  Restrictions: Adept Degree or better only 
  The Staves Spread is much more complicated than the Coins 
  and Cups Spreads—not in physical practice, but in the Sorte 
  power required by the Fate Witch. Similar to the first two 
  Spreads, the Fate Witch simply pulls out all of the Staves cards 
  from her Sorte deck, shuffles them together, and chooses three at 
  random, laying the second lengthwise across the first, and the 
  third to the left of those two. By doing so, she hopes to 
  temporarily increase the recipient’s fame and influence over 
  others. To perform this Spread, either the Fate Witch must spend 
  3 Drama Dice or the recipient must spend 6 Drama Dice. The 
  Fate Witch rolls a number of exploding dice equal to her Staves 
  Knack (or draws that many cards, treating Court Cards as 10s), 
  adding the total to the recipient’s Reputation for the next month. 
  This Spread may be performed as often as the cost can be paid. 
  Swords Spread 
  Restrictions: Adept Degree or better only 
  The Swords Spread is one of the most valuable that an Adept 
  Fate Witch can perform, allowing her to instill a powerful 
  destiny in a weapon that is usable by others. To perform it, she 
  pulls out all of the Swords cards from her Sorte deck, shuffles 
  them together, and chooses three at random, laying the second 
  lengthwise across the first, and the third to the right of those two. 
  To perform this Spread, either the Fate Witch must spend 4 
  Drama Dice or the person the sword is intended for must spend 8 
  Drama Dice. This adds one Destiny die to the weapon, as 
  described under the Twisted Blade Advantage. The weapon to be 
  enchanted must be an ordinary weapon—Puzzle Swords, 
  Dracheneisen blades, etc., are all immune to this effect. This 
  Spread may be performed as often as the cost can be paid, but the 
  total number of Destiny dice the Fate Witch has bestowed cannot 
  exceed her Rank in her Swords Knack. The Fate Witch may 
  cancel at will any Destiny dice that she has bestowed. 
  Black Spread 
  Restrictions: Master Degree only 
  The Black Spread is seemingly very simple, but seldom 
  performed by any but the most powerful Fate Witches, and 
  always only for themselves. To perform it, she uses a special suit 
  of cards called the Skull suit. This suit is rarely seen in Théah 
  and includes the standard 1 to 10 cards as well as the normal 
  Court Cards. In addition, however, the Tower card from the 
  Major Arcana must be included. The Fate Witch shuffles these 
  cards together, blindfolds herself, and chooses two at random, 
  laying one above the other. The purpose of this secretive ritual is 
  to keep the Fate Witch young beyond her years. It doesn’t 
  actually extend her lifespan, but she may appear as a young 
  woman up until the day she dies. However, if the Tower card is 
  chosen, the effects of all previous Black Spreads are instantly 
  undone. To perform this Spread, the Fate Witch must spend 5 
  Drama Dice. The Fate Witch rolls a number of exploding dice 
  equal to her Black Strand Knack (or draws that many cards, 
  treating Court Cards as 10s). For every 15 points she rolls, the 
  recipient adds one year to her Middle Aged and Old age 
  categories (see Aging in the 7th Sea Game Masters’ Guide). 
  Example: After adding 1 year, a Fate Witch would be Middle 
  Aged at ages 27-41. 
  This Spread may be performed as often as the cost can be paid, 
  but if any dice ever cause the Fate Witch a Fate Lash, then her 
  age categories reset to the ones listed in the 7th Sea Game 
  Master’s Guide. 
  Arcana Spread 
  Restrictions: Master Degree only 
  Finally, the Arcana “Spread” is the most powerful Sorte effect 
  commonly known to Fate Witches. Rather than lay out an actual 
  spread of cards, however, the Fate Witch instead weaves a 
  tapestry and incorporates Fate Strands into it. To do so, the Fate 
  Witch selects a single Major Arcana from her Sorte deck and 
  weaves a tapestry of her intended target, depicting him or her in 
  front of the picture on the card. This effect is so powerful that it 
  can temporarily change the target’s personality, making a 
  cowardly man brave, or a holy man greedy. Eventually the 
  original personality reasserts itself, but often not before 
  significant damage is done. To weave the tapestry takes two 
  months of uninterrupted labor and 50G of materials. Once it is 
  woven, the Fate Witch must spend 10 Drama Dice to weave the 
  Fate Strands into it, giving the target the Arcana of her choice 
  (either a Hubris or a Virtue for Heroes, or a Wile or Flaw for 
  Villains) for 10 months, minus 1 month for every Rank of 
  Resolve the target has. This replaces any Arcana the Hero might 
  normally have for the duration of the spell. This Spread may be 
  performed as often as the cost can be paid, but a Fate Witch may 
  only have three tapestries active at the same time. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 155 
  GAME MECHANICS 
  Time 
  The Game Master has the ultimate authority over the 
  movement of time during a story. He tells Heroes how much time 
  has passed from moment to moment. During combat, however, 
  things have to slow down a great deal to make sure that 
  everybody knows exactly what’s going on. 7th Sea combat 
  moves like a swashbuckling movie, with Heroes leaping across 
  balconies, catching chandeliers, sliding down banisters and 
  catching their falling friends at the last possible moment, and that 
  can be kind of difficult to keep track of. 
  7th Sea combat is divided into Rounds. A Round lasts as long 
  as the GM needs it to, hut it is always divided into ten Phases, 
  each of equal length. Heroes will have multiple actions per 
  Round, but they will usually have only a single action per Phase. 
  Outside of combat, time is a bit more fluid. It is divided into 
  Scenes, Acts, Stories, and Epics. A Scene is a single encounter 
  with a specific group of people, or a single combat. Thus, if you 
  encounter a merchant on the road and talk to him, that’s a Scene, 
  and if you get into a fight in a burning barn and dive into some 
  water outside to end the fight, that’s also a Scene. 
  An Act is a collection of Scenes that all take place in roughly 
  the same area, such as a single city. If five separate fights take 
  place in Freiburg, those are all Scenes in the same Act. If the 
  Heroes then leave Freiburg and journey to Carleon (where they 
  face two more fights), that’s a different Act, and should they 
  encounter a band of pirates on the way, then that’s yet another 
  Act. Thus, the first Act is in Freiburg and has five Scenes. The 
  second Act is on the sea and has one Scene (the pirate raid). The 
  third and final Act takes place in Carleon and has two Scenes. 
  Most Acts have from two to five Scenes. 
  A Story is a collection of Acts that takes a single plotline from 
  beginning to end. Most Stories have between one and six Acts. 
  Lastly, an Epic is a number of Stories that all lead up to one 
  huge climactic event, such the reconstruction of a powerful 
  artifact, or the death of a recurring Villain. 
  Money 
  The Guilder 
  The exchange rates as determined by the Vendel League upon 
  the creation of the Guilder are as follows: 
  Avalon: 1 Pound = 20 Shillings. 1 Guilder = 1 Shilling. 
  Castille: 1 Doubloon = 100 Maravedi. 1 Guilder = 20 
  Maravedi. 
  Eisen: 1 Mark = 10 Florins 100 Pfennigs. 1 Guilder = 4 Marks, 
  but you cannot exchange Guilders for Marks, Florins, or 
  Pfennigs because the Merchant Guilds are attempting to take the 
  Eisen coins out of circulation. 
  Montaigne: 1 Sol = 12 Pistoles. 1 Guilder = 2 Pistoles. 
  Ussura: Barter. 1 Guilder = 1 chicken or equivalent. In some 
  areas, they use a gold “grivnas” (1 grivnas = 10 Guilders), 
  equivalent to one month’s labor. These coins are rarely traded 
  outside Ussura. 
  Vendel: 1 Guilder = 100 Cents. 
  Vestenmannavnjar: Barter. The Vestenmannavnjar refuse to 
  use the Guilder for religious reasons. 
  Vodacce: 1 Senator = 5 Seats. The commercially-minded 
  Vendel have set an exchange rate of 3 Senators to 1 Guilder. The 
  Vodacce are being forced to deal with the Guilder’s 
  ramifications, whether they like it or not. 
  Rolling Dice 
  Like many traditional board games, 7th Sea uses dice. The 7th 
  Sea system uses ten-sided dice exclusively, and you’ll need a lot 
  of them. When you read the rules, you’ll encounter a term you’ll 
  need to become familiar with: Keep. 
  Whenever you need to determine the outcome of an action, you 
  roll a number of dice, but only count a few of them. These are 
  the dice that you Keep. Generally, you will want to Keep your 
  highest die rolls. 
  Example: Nicholas de Brasco is a Vodacce duelist. When he 
  attacks another Hero, he rolls seven dice, but Keeps only three. 
  Nicholas’ player rolls seven dice, gaining a 3, 5, 6, 7, 8, 9, 9. He 
  can Keep only three of these dice, so he decides to Keep the 8 
  and two 9s, giving him a total of 26 (8+9+9). 
  Most of the time, modifiers from advantages, magic, and such 
  are going to be in the form of extra dice you roll, but do not 
  Keep. These dice are referred to as unkept dice. When you take 
  a penalty in unkept dice, these are applied first to the dice you 
  don’t Keep, and then, if there are penalty dice left over, applied 
  to the dice you Keep. 
  Example: If you normally roll four dice and Keep three of them, 
  but have a penalty of -2 unkept dice, you are reduced to rolling 
  two dice and Keeping two dice. After all, you can’t Keep more 
  dice than you roll! 
  Exploding Dice 
  Ten-sided dice generate numbers from one to ten. Generally, 
  the “ten” on a die is indicated with a zero. 
  Whenever a die rolls 10, you may roll that die again and add 
  the result to the 10. This is called an exploding die. If the Hero 
  rolls again and gets an additional 10, he may add that 10 and 
  continue rolling until he doesn’t get an additional 10. 
  Example: A player rolls a 10. He rolls the die again and gets a 5. 
  He adds these two values together to get 15 on a single die. As 
  long as the player keeps rolling tens, he may continue rolling and 
  adding. 
  Rolling More Than Ten Dice 
  While most gamers like rolling lots of dice, ten is about the 
  most you can reasonably be expected to hold in your hands at 
  once. Therefore, in 7th Sea, whenever you are rolling more than 
  ten dice at once, drop the excess dice, and change them into extra 
  Kept dice. 
  Example: If you were rolling 12k6, you would drop the two 
  extra unkept dice and Keep two extra dice, for a roll of 10k8. 
  Should you reach 10k10 and still have extra dice left over, each 
  additional die (whether it’s Kept or unkept) becomes a bonus of 
  10 to the roll. 
  Example: Thus, 15k10 becomes 10k10+50, and 11k11 becomes 
  10k10+20. 
  
  PAGE 156 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Traits 
  How strong is your Hero? How fast is he? How witty and 
  cunning? How resilient? How much does he stand out in a 
  crowd? These questions are answered with a quick look at your 
  Hero’s Traits. Just as some people are stronger, faster and more 
  charismatic than others, so are the Heroes you will play. 
  Everyone in Théah is ranked from 0 to 5 (usually) in certain 
  Traits. A Hero with a Brawn of 4 is stronger than a Hero with a 
  Brawn of 3, who is stronger than a Hero with a Brawn of 1, and 
  so on. 
  Every Hero has a set of five Traits: Brawn, Finesse, Resolve, 
  Wits and Panache. Each describes a different aspect of your 
  Hero. These Traits have values, known as Ranks, numbering 
  from 0 to 5. The higher a Trait’s Rank, the more potent it is. 
  In almost every case, Traits tell you how many dice you can 
  Keep during any roll. 
  Example: Nicholas has a 4 Finesse, so whenever he makes a roll 
  involving agility or reflexes, he rolls and Keeps at least four dice. 
  Rank Zero Traits 
  Some Heroes may have a Rank 0 in a Trait. This means that 
  they are very weak in that aspect. A Hero with a Rank 0 Finesse 
  may be crippled, while a Hero with a Rank 0 Brawn may be 
  sickly. 
  A Hero who must make a roll based on a Trait in which he has 
  a 0 always rolls one die, but if he rolls a zero, it is a zero and not 
  a 10, and the die never explodes. Also, a Hero making a 
  Contested roll against a Hero with a Rank 0 in the appropriate 
  Trait has a 5 for a Target Number. 
  If the Hero has appropriate Skills to add to the roll, he may do 
  so, but the restrictions still apply. 
  Example: Jean-Pierre is a Montaigne peasant with Wits 0, which 
  means Jean-Pierre isn’t the brightest fellow in the county. When 
  a con man visits Jean-Pierre’s farm, he tries to convince the 
  simple farmer to buy some magic seeds. Jean-Pierre must make a 
  Contested Wits roll against the con man. The con man’s TN is 5 
  because of Jean-Pierre’s Rank 0 Wits. When Jean-Pierre rolls a 0 
  on his one die, it does not count as a ten, nor does he get to reroll 
  it—it counts as a zero. 
  Skills 
  Just as every Hero has Traits, they also have Skills. However, 
  while every Hero has the same five Traits (even if one or more of 
  them are Rank 0), the number of Skills a Hero can have is much 
  greater. 
  If Traits define who your Hero is, then Skills define what he’s 
  learned. Two Heroes with identical Traits could have (and 
  usually will have) completely different Skills. This is because 
  everybody’s background is different. Even Heroes who have the 
  same fencing teacher will develop into different fencers with 
  separate skills and abilities. 
  Each Skill is further broken down into Knacks. Knacks are the 
  abilities your Hero has gained from the Skill. Generally, Knacks 
  make it easier for you to succeed at actions that they pertain to, 
  such as swimming or parrying with a main gauche. 
  The Two Rolls 
  There are two kinds of rolls used in 7th Sea: Simple and 
  Contested. 
  A Simple roll is used when a Hero is acting on his own, when 
  only his own abilities are being tested. 
  A Contested roll is used when a Hero is actively opposing (or 
  being opposed by) another character. 
  The Simple Roll 
  A Simple roll is an Action whose outcome is based solely on 
  the ability of the Hero. Does that Hero have the strength to lift 
  and throw that table? Does he possess the deftness to pick that 
  lock? Both are good examples of Simple rolls. Here is how a 
  Simple roll is performed: 
  Step One: You declare an action and the GM determines which 
  Trait is appropriate for that action. Then he assigns a Target 
  Number for the action. 
  Step Two: You roll a number of dice equal to your Hero’s 
  appropriate Trait and add them together. 
  Step Three: Compare the total generated by the dice with the 
  TN. If your roll is equal to or greater than the Target Number, the 
  action is successful. If your roll is less than the TN, the action 
  fails. 
  The GM has a list that shows the relative difficulties for actions 
  and their appropriate Target Numbers. The Target Number Table 
  gives you a good estimate as to what those Target Numbers may 
  be. 
  Target Number Table 
  TN 
  Difficulty 
  5 
  Mundane 
  10 
  Easy 
  15 
  Average (default Target Number) 
  20 
  Hard 
  25 
  Very Hard 
  30 
  Heroic 
  35 
  Never Done Before 
  40 
  Never To Be Done Again 
  The Contested Roll 
  Contested rolls are a little different from Simple rolls. You 
  make a Contested roll when you’re trying to use an Action 
  against another character. The GM tells you to roll a number of 
  dice equal to the appropriate Trait, just like a Simple roll, but: 
  • The TN for a Contested roll is equal to the opposed Trait × 5. 
  • Both the Acting and Opposing characters make rolls, and the 
  success of the action is determined by their rolls. 
  In a Contested roll, one of three results can occur: 
  • If only one contestant succeeds at his roll, then he succeeds 
  and his opponent fails. 
  • If both contestants succeed in their rolls, the one who rolled 
  higher wins. 
  • If neither contestant succeeds in his roll, the Action continues 
  until one or both of them can make a successful roll. 
  Adding Skills and Knacks to the Roll 
  When you make a Simple or Contested roll, you usually add 
  your Skills to the equation in the form of unkept dice. 
  Example: If the Hero picking the lock above possesses the 
  Lockpicking Knack at Rank 2, he adds two unkept dice to his 
  attempt. 
  Example: Nicholas has a Rank 4 Finesse and a Fencing Skill 
  with an Attack Knack at Rank 3. This gives Nicholas a total of 
  seven dice to roll (Finesse 4 plus Attack 3), but he can only Keep 
  four of them. 
  Raises 
  When the GM assigns you a TN, you may find that TN a little 
  too easy to hit. You may voluntarily Raise any TN you are 
  assigned in increments of 5. Raising the TN increases just how 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 157 
  impressive the success will be, usually by adding one unkept die 
  to whatever effect the roll had per Raise (for an Attack roll, the 
  effect is damage, for instance). Raising allows you to complete 
  tasks more quickly, more effectively, or with more style. A 
  “called shot” (striking an opponent in the hand, firing an arrow 
  into an opponent’s leg, etc.) is an example of what you can do 
  with Raises. The GM will notify you how many Raises are 
  necessary for a called shot. 
  You can Raise as many times as you are able, but if you fail to 
  hit your modified TN, you’ve completely failed at the Action 
  you were attempting to perform. 
  HOUSE RULE: Any successful action will add one unkept die to 
  the result for every full 10 points that the TN is exceeded by, if 
  no Raises are called. Obviously it is still better to call Raises, but 
  this gives the GM some discretion above and beyond that rule 
  mechanic. 
  Free Raises 
  Occasionally, you will receive a Free Raise. A Free Raise adds 
  5 to your roll. 
  Example: Nicholas is making an attack against a monster whose 
  TN to be Hit is 10. He knows that since he’s rolling seven dice 
  and Keeping four, he shouldn’t have any trouble beating that TN 
  In fact, he knows that he rolls at least a 20 on average, so he tells 
  his GM that he’s Raising two times. This makes his new TN a 
  20. If he fails to roll at least a 20, his attack misses, but ~f he hits 
  he’ll get two extra dice to roll for damage (which could make a 
  5k2 attack into a 7k2 attack, for instance). 
  Example: If Nicholas received a Free Raise while making the 
  attack in the previous example, and rolled a 17, his Free Raise 
  would boost that to a 22, making it a successful attack. If 
  Nicholas wanted to get the most effect from his Free Raise, then 
  he should have Raised one extra time to take advantage of the 
  fact that he was adding 5 to his roll. 
  A+B: Roll and Keep Revisited 
  Here’s a little formula that should keep Rolling and Keeping 
  easy. Whenever we refer to a combination of dice (Trait+Knack, 
  for instance), the first value refers to the number of dice you 
  Keep, while the second value is just additional unkept dice you 
  roll. 
  In other words, whenever we refer to Trait+Knack, you roll a 
  number of dice equal to your Trait+Knack, but keep a number of 
  dice equal to your Trait. 
  Drama Dice 
  You begin each Story with a number of Drama Dice equal to 
  your lowest Trait. They act just like regular dice, meaning they 
  explode when you roll any tens. Drama Dice represent your 
  innate ability to second-guess your surroundings and the 
  intentions of your opponents, and perform actions beyond the 
  capacity of the common man (i.e., “heroic actions”). Your GM, 
  on the other hand, starts with a number of Drama Dice equal to 
  the highest Trait in the party, plus one for each Hero in the party. 
  He can use these to make the challenges you face more effective, 
  and generally make your Hero’s life that much worse. 
  When you spend one of your Drama Dice, one of three effects 
  can be invoked: 
  1. You may add one Kept die to any one roll. This can be done 
  after the roll is made, but must be done before the GM 
  describes the result of the roll in question. You can spend as 
  many of your Drama Dice as you like on any single roll. 
  2. You may immediately recover from being Knocked Out (see 
  Combat, below). It costs you one Drama Die to do so. 
  However, regardless of the current Phase, you must then 
  spend the remainder of this Round recovering, unable to 
  perform any Actions. Your TN to be Hit during this time is 5. 
  3. You may activate your Virtue, activate a Villain’s Flaw, or 
  attempt to prevent the GM from activating your Hubris. 
  Your GM can give you additional Drama Dice when you do 
  something that he feels is particularly cool, when you say 
  something that makes the whole group explode with laughter, 
  when you roleplay your Hero particularly well during a Scene, 
  etc. 
  Drama Dice are also used to gain experience for your Hero. At 
  the end of a Story, all of your unspent Drama Dice convert 
  directly into Experience Points. 
  Be warned—when you spend a Drama Die to add to a die roll, 
  your GM takes it from you and it goes into his pool of dice at the 
  start of the next Scene. Your Hero’s luck may be looking up now, 
  but if you aren’t careful how you spend your Drama Dice, things 
  could go sour real fast. 
  Recap 
  All the rules for resolution of actions in 7th Sea follow three 
  steps. Whenever you aren’t sure what to do, just remember these 
  three steps and you’ll do just fine: 
  1. The GM assigns a Target Number. 
  2. Determine which Trait and/or Knack (if any) are most 
  appropriate to the roll. 
  3. Roll the dice. If you roll equal to or higher than the TN, you 
  succeed. If you don’t, you fail. 
  Combat 
  Combat is an important part of 7th Sea. Scenes of swinging 
  from tapestries and yardarms, or fencing on the edge of a 
  perilous cliff are the heart and soul of the swashbuckling genre. 
  The rules for combat are pretty much the same for everything 
  else in 7th Sea: you roll your dice against a Target Number and 
  compare the result. It’s when we get to results that things start to 
  get complicated. 
  Initiative 
  At the start of a combat round, you roll a number of dice equal 
  to your Panache. These are Action Dice, and they don’t Explode. 
  The numbers shown on the Action Dice are the Phases in which 
  you will get to act. If you roll the same number on more than one 
  Action Die, you will simply be able to act more than once during 
  that Phase. 
  Example: Rodriguez Montello, a Castillian swashbuckler, has a 
  Panache of 4. Therefore, he rolls four Action Dice at the start of 
  every combat round. In this instance, he rolls a 1, a 5, a 9 and a 
  0. Since these are Action Dice, the 0 does not explode. This 
  means that Rodriguez will get to act in Phases 1, 5, 9 and 10. 
  If Rodriguez had rolled two 5’s, he would be allowed to act twice 
  during Phase 5. 
  Example: A burly guard has a Panache of 2. Therefore he rolls 
  two Action Dice at the start of every combat round. In this 
  instance, he rolls a 1 and a 9. This means that the guard will get 
  to act in Phases 1 and 9. 
  Next, your GM will begin to count upwards from Phase 1 until 
  he reaches Phase 10 (usually shown as 0 on a die). When he calls 
  
  PAGE 158 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  a Phase in which you get to act, you may do one of two things 
  with each die showing the current Phase: 
  1. Spend the Action Die in order to perform an Action. 
  2. Leave the Action Die where it is, making it a Held Action. 
  (Held Actions will be explained in just a moment.) 
  If more than one Hero or NPC wants to perform an Action in 
  the same Phase, each adds up all his current Action Dice to get a 
  number known as the Initiative Total. Note that Action Dice that 
  have already been spent do not count towards the Initiative Total. 
  The character with the highest Initiative Total goes first. If 
  there is a tie, the character with the highest Panache goes first. If 
  this doesn’t break the tie, then determine who goes first at 
  random (flip a coin, play Rock-Paper-Scissors, whatever). 
  Example: Rodriguez’s Initiative Total adds up to 25 
  (1+9+10+5). The burly guard’s Initiative Total adds up to 10. 
  Therefore, Rodriguez has the option of acting first in Phase 1. If 
  the guard’s Initiative Total had been 25, then we would have 
  compared Panache scores, and again Rodriguez would go first, 
  since his 4 is higher than the guard’s 2. If the guard had also had 
  a 4 Panache, then it would’ve been settled by a coin flip. 
  When the GM reaches Phase 10 everyone must use all their 
  remaining Action Dice or lose them. Once all Action Dice on the 
  table are spent or forfeited, a new Round begins, and the process 
  starts all over again. 
  Example: Rodriguez rolled a 0 earlier on, and now Phase 10 has 
  come. He can’t hold that Action Die, because there are no further 
  Phases coming up. He must use it now or lose it. 
  Held Actions 
  Sometimes you need to wait until later in the Round to execute 
  your Action. This is a Held Action. Once you’ve held an Action, 
  the Action Die remains on the table. It is considered to match 
  any later Phase called, but the number showing on the die 
  doesn’t change. This is important when adding up your Initiative 
  Total. 
  Example: Rodriguez decides to hold his 1 for later use. It 
  remains on the table, and he can use it in any Phase after Phase 1. 
  However, it still only counts as 1 towards his Initiative Total. 
  Interrupt Actions 
  What if you didn’t roll any low numbers at all, but you really 
  need to get your Action off before the bad guys? In this case, you 
  can perform an Interrupt Action: you exchange any two Action 
  Dice showing later Phases for one Action Die showing the 
  current Phase. You must still compare Initiative Totals if 
  someone else wants to act in this Phase to determine who goes 
  first, but at least you have a chance to act. It’s cheaper to use a 
  Held Action instead, but if you simply don’t have one, you’ll 
  have to use an Interrupt Action. You cannot use an Interrupt 
  Action to make an 
  attack. 
  Example: It’s now Phase 4, and Rodriguez has already used his 
  Held Action from Phase 1 to bar a door that some guards were 
  about to rush in through. Unfortunately, he has just noticed 
  another guard at the window aiming a crossbow at him and 
  would like to dodge. He has a 5, a 9 and a 0 remaining. 
  Rodriguez wants to hang on to his Action in Phase 5, so he 
  exchanges the 9 and 0 Action Dice to get a 4. His Initiative Total 
  at the start of Phase 4 is now 9 (4+5). 
  Passive Defense 
  Your Passive Defense is used at all times without using up an 
  Action. It is equal to 5+(Defense Knack × 5). This is the TN that 
  your enemies are usually rolling against in order to hit you. Look 
  at the Defense Knack Table to see what Knacks you can use as 
  your Defense Knack, unless your GM declares otherwise. 
  Defense Knacks Table 
  Defense 
  Knack 
  When Used 
  Footwork 
  May be used at any time, unless over-ruled by another 
  Knack 
  Parry 
  May only be used when holding an appropriate item 
  Balance 
  Must be used when fighting on an unstable surface 
  (gravel, ship, moving carriage) 
  Climbing 
  Must be used when climbing 
  Leaping 
  Must be used when leaping 
  Riding 
  Must be used when riding an animal 
  Rolling 
  Must be used when rolling or sliding 
  Sprinting 
  Must be used when running 
  Swimming Must be used when swimming 
  Swinging 
  Must be used when swinging 
  Your Hero cannot use Leaping while swinging or Swinging 
  while Parrying. When leaping, he must use the Leaping Knack. 
  If you don’t use any of these Knacks as your Defense Knack, 
  then your Passive Defense is 5. 
  Example: Rodriguez has a Parry Knack of 3 in Fencing. Thus, if 
  he has a fencing weapon in hand, he can use Parry as his Defense 
  Knack, giving him a TN to be Hit of 20. As long as he has his 
  weapon in hand, the burly guard will need to roll a TN of 20 in 
  order to strike him. 
  If Rodriguez were to be disarmed, he could no longer use his 
  Parry Knack as his Defense Knack. Luckily for him, he has the 
  Footwork Knack at 2, giving him a TN to be Hit of 15. 
  Example: The burly guard has no Defense Knacks other than a 
  Parry of 2. His TN to be Hit is 15 while armed and a paltry 5 
  when unarmed, because he has no other Knacks to fall back on in 
  an emergency. 
  Lying Prone and Getting Up 
  Sometimes you will fall down—whether because you slipped 
  when swinging on a chandelier, or because your opponent used 
  his Corps-a-corps Knack against you. In any event, while you are 
  lying on the ground, your Passive Defense drops to 5, and you 
  must make two Raises in order to use your Active Defense (see 
  Active Defense, below)—it’s hard to parry while lying on your 
  back. 
  Example: If your opponent rolls a 24 to hit you, while you’re 
  lying prone, you need to roll a 34 in order to avoid the blow. 
  It takes one Action to stand up, and during the Phase you are 
  standing up, your Passive Defense remains a 5 and you cannot 
  use any Active Defense. 
  Making an Attack 
  When you spend an Action Die, you may choose to attack an 
  opponent with that Action. You roll Finesse+Attack (for the 
  weapon or fighting style being used), Keeping Finesse. This is 
  known as your Attack roll; remember its total for the next step. 
  If you roll equal to or higher than your opponent’s TN to be Hit, 
  you are going to hit him, unless your opponent uses an Active 
  Defense successfully. 
  Example: Rodriguez has a Finesse of 3 and an Attack Knack of 
  4 in Fencing. Therefore, to attack the burly guard he rolls seven 
  dice, Keeping three. Assuming the guard is armed, Rodriguez 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 159 
  needs to roll a 15 or higher in order to send an attack winging 
  towards the guard successfully. Shouldn’t be too difficult… 
  Off-hand Penalty 
  When you are using an object (such as a main gauche) in your 
  left hand (or right hand, if you took the Left-handed Advantage), 
  you have a -1 unkept die penalty when doing anything with that 
  object. Several Swordsman’s Schools teach you how to avoid 
  this penalty when using certain items (such as a buckler or main 
  gauche) in your off-hand. 
  Fighting in Darkness 
  There are two low-light conditions in 7th Sea that characters 
  might have to deal with: Dim Lighting and Total Darkness. 
  Characters lose 2 Kept dice from all Actions taken in Dim 
  Lighting that involve the senses or movement of some sort (e.g. 
  searching for a secret passage, swinging a sword at an enemy). 
  This penalty increases to 4 Kept dice in Total Darkness. These 
  penalties are halved if the character has the Night Trained 
  Advantage. 
  Fighting in Shallow Water 
  When fighting in shallow water, Heroes use Balance as their 
  Defense Knack. When they attempt to use Active Defense, they 
  roll Brawn+Balance instead of Wits, since moving through water 
  is more dependent upon strength than agility. 
  Active Defense 
  Once the attacker has rolled equal to or higher than your TN to 
  be Hit, you get one last chance to avoid the damage. This is an 
  Active Defense attempt. 
  First, you must spend an Action Die showing this Phase. You 
  roll Wits+Defense Knack, keeping Wits. You must use the same 
  Defense Knack that you were using as your Passive Defense 
  against the attack. Your TN is the attacker’s Attack roll. If your 
  roll equals or exceeds the TN, you have successfully avoided all 
  damage from that attack. The Defense Knack Table below lists 
  the different possible Defense Knacks and the instances when 
  you can use them. 
  Defense Knack Table 
  Defense 
  Knack 
  When Used 
  Footwork 
  May be used at any time, unless over-ruled by another 
  Knack 
  Parry 
  May only be used when holding an appropriate item 
  Balance 
  Must be used when fighting on an unstable surface 
  (gravel, ship, moving carriage) 
  Climbing 
  Must be used when climbing 
  Leaping 
  Must be used when leaping 
  Riding 
  Must be used when riding an animal 
  Rolling 
  Must be used when rolling or sliding 
  Sprinting 
  Must be used when running 
  Swimming Must be used when swimming 
  Swinging 
  Must be used when swinging 
  Some circumstances demand that a particular Knack be used 
  (for instance, if you’re riding a horse, you must use the Riding 
  Knack to make any Active Defense); they are noted on the table. 
  You may use Held Actions or Interrupt Actions to pay for an 
  Active Defense roll. Remember that Interrupt Actions cost you 
  two dice instead of one. 
  Example: Rodriguez makes an Attack roll of 34. Assuming that 
  the guard can scrounge up an Action in this Phase (perhaps he 
  Held his 1, anticipating an attack), then he must roll a 34 or 
  higher to avoid the damage. Let’s say his Wits is a 2, so he rolls 
  four dice, Keeping two. He gets a 16, which fails to meet or beat 
  the TN, and he gets hit. 
  Example: The burly guard attacks Rodriguez with an Attack roll 
  of 22. Rodriguez decides to use Active Defense, and spends an 
  Action Die. He has a Wits of 2 and a Parry Knack of 3, so he 
  rolls five dice, Keeping two. He gets a 25, successfully avoiding 
  the attack. 
  Movement during Combat 
  7th Sea works well with miniatures and a map of the area in 
  which the combat is occurring. This enables everyone to 
  visualize what’s going on more easily, and helps to prevent the 
  arguments that often spring up when there’s a miscommunication 
  between the GM and the players concerning the layout of the 
  battle. 
  The maps that you will find in published 7th Sea products have 
  numbers on them that represent the different heights of the 
  depicted areas. 
  Example: A tavern map might have a 1 on the floor, a 2 on the 
  table tops, lower stairs, and bar, a 3 on the upper stairs and 
  chandelier, and a 4 on the balcony. 
  Each different number represents a Level on the map, and 
  corresponds to one die (1k1) of falling damage. 
  Example: In our tavern (see previous example), a Hero falling 
  from the Level 4 balcony to the Level 1 floor would take three 
  dice of falling damage (3k3). 
  As part of any other Action, you can move anywhere on the 
  map that is either on the same Level or one Level down from 
  your current position. 
  Example: You can rush across the floor and attack some guards 
  coming in the door all in one Action, or you could swing down 
  from the chandelier, land on the bar, and kick someone in the 
  teeth all in the same Action. 
  However, if you want to go up one Level, that costs one 
  Action. You don’t want the Villain forcing you up the stairs 
  while he’s fighting you because that makes you use up a lot of 
  Actions. 
  You can drop down more than one Level at a time with one 
  Action, but if you don’t have the Break Fall Knack, you’ll have 
  to take falling damage in order to do so. 
  Lastly, use some common sense when moving around. A bunch 
  of guards aren’t going to let a Hero simply walk around them to 
  get to the Villain they are protecting. Certainly, they’ll stand 
  there dumbfounded if the Hero swings over their head on a 
  tapestry and drops down next to the Villain, but that’s an entirely 
  different situation. This applies to NPCs as well. If a Hero has 
  blocked a stairway to protect another Hero’s retreat out of the 
  fight, the Villain can’t just ignore the dramatic stand that Hero is 
  making—that makes for poor cinema, and it cheats players out of 
  feeling like Heroes. 
  Ranged Attacks 
  If you look at the missile weapons on the Missile Weapons 
  Table (see the Weapons section in these rules), you’ll see a 
  number in the Range column. This is the maximum distance (in 
  yards) that the weapon can be fired with any real chance to hit. 
  If you’re using miniatures and a map, we recommend that you 
  say that one inch on the map is equal to 2 yards of range. This 
  isn’t exact, but it’s close enough. When you fire at a target that is 
  up to half of this range away from you, apply the Short Range 
  modifier to your Attack roll. When you fire at someone further 
  than half the maximum range away from you, apply the Long 
  Range modifier to your Attack roll. You can fire at someone 
  
  PAGE 160 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  further away than the maximum range, but you have no chance 
  to hit. 
  Example: Milo the archer is firing his bow at a Villain 50 yards 
  away from him. He makes his normal Attack roll, and then, since 
  he is closer than half his maximum range of 150 yards, he uses 
  the Short Range modifier and subtracts 5 from his roll. So, if he 
  rolled a 28, it drops to a 23. 
  Milo is now firing his bow at a Villain 90 yards away from him, 
  and he rolls 28 again. Since he is over half of his maximum 
  range away from his target, he uses the Long Range modifier 
  (-10) for a total roll of 18. 
  Firearms 
  When using a firearm (pistols and muskets), a Hero fires 
  against his target’s Passive Defense only. A Hero may not use 
  Parry as his Passive Defense against firearms. Firearms may not 
  be avoided with an Active Defense. In addition, firearms suffer 
  no Short Range Modifiers when fired at targets less than 10 feet 
  away. 
  Heroes can fire two pistols at the same target with one Action. 
  This Action raises the TN to hit the target by 5 and also increases 
  the damage rolled by one Kept die (raising the damage rating to 
  5k4). You don’t get to roll two separate Attack rolls; the two 
  pistol shots do 5k4 and are considered a single attack. 
  Normal Damage 
  All weapons are listed with a Damage Rating (DR) that looks 
  something like this: 
  Weapon 
  Damage Rating 
  Fencing Weapon 
  2k2 
  When you deal out damage with a melee weapon (a hand-held 
  weapon such as a sword or an axe), add your Hero’s Brawn to 
  the first number in the Damage Rating and roll that many dice. 
  The second number (following the ‘k’) tells you how many dice 
  to Keep from your roll. Missile weapons (such as bows and 
  pistols) do not add your Hero’s Brawn to the Damage Rating. 
  The damage inflicted is referred to as Wounds. 
  Example: Rodriguez has successfully hit the guard, so now he 
  determines how much damage he inflicts. His Brawn is 2, and 
  he’s wielding a sword with a 2k2 Damage Rating. Adding his 
  Brawn increases the Damage Rating to 4k2, so he now rolls four 
  dice, Keeping two. He rolls a 19, which means he inflicts 19 
  Wounds on the guard. The guard now must make a Wound 
  Check (unless he’s a Brute, in which case he’s down and out). 
  Improvised Weapons 
  When you pick up whatever’s at hand (a mug of ale, for 
  instance) and smash your opponent upside the head with it, 
  you’re using an improvised weapon. You use the Attack 
  (Improvised Weapon) Knack, found under the Dirty Fighting 
  Skill, for your Attack roll. The damage you do with the weapon 
  is dependent upon its size and shape. 
  The number of Kept dice is either one or two, depending on 
  whether the object is blunt or sharp, respectively. 
  The number of dice you roll is equal to your Brawn+Weapon 
  Size Modifier, as shown on the Improvised Weapons Table 
  below: 
  Improvised Weapons Table 
  Size 
  Weapon 
  Size Modifier 
  To Hit Modifier 
  Hand-held 
  +0 
  N/A 
  Smaller than Man-sized 
  +1 
  N/A 
  Size 
  Weapon 
  Size Modifier 
  To Hit Modifier 
  Man-sized 
  +2 
  -1 unkept die to hit 
  Larger than Man-sized* 
  +3 
  -2 unkept dice to hit 
  * 
  The Larger than Man-sized category is limited by how big an object your 
  Hero can lift and swing around. 
  Example: Using a mug (blunt, hand-held), you would consider it 
  a 0k1 weapon, while a table (blunt, larger than man-sized) would 
  be a 3k1 weapon, and a person (blunt, man-sized) would be a 
  2k1 weapon. 
  Unfortunately, as you will have seen if you’ve watched any 
  good swashbuckling movies, improvised weapons have a 
  tendency to break (and spill a lot of good ale). Soft weapons (like 
  people) don’t break, they just bend and spring back into shape 
  later. Firm weapons (made of glass, clay, wood, etc.) break any 
  time you roll a 10 on any of their damage dice, whether or not 
  you choose to keep that die. Even hard improvised weapons 
  (metal or stone) aren’t built to fight with, and break any time any 
  of the damage dice you roll explode more than once (i.e., you 
  roll a 20 or more on a single die). Of course, you can choose not 
  to reroll your tens in order to avoid this, but it’s probably easier 
  just to grab another weapon. 
  Wound Checks 
  Once you’ve been damaged, you have to see if something bad 
  happens to you, or if you shrug off the hit for now. This is 
  referred to as a Wound Check. 
  You roll your Brawn with a TN equal to the number of Flesh 
  Wounds you’ve taken so far in the combat (including the damage 
  you just got hit with). If you fail the roll, you suffer a Dramatic 
  Wound, plus one additional Dramatic Wound for every 20 you 
  failed your Wound Check by. Otherwise, nothing happens, but 
  the damage stays with you. 
  Firearms (pistols, muskets, etc.) are so dangerous that you take 
  an additional Dramatic Wound for every 10 you failed by, instead 
  of every 20. 
  At the end of each battle, erase all your Flesh Wounds (but not 
  Dramatic Wounds.) 
  Example: After that blow from Rodriguez, the burly guard must 
  now roll his Brawn of 4 with a TN of 19. He rolls a total of 22. 
  He’s okay for now. 
  Next round, Rodriguez hits the guard again for 17 damage. The 
  guard must roll Brawn again, this time with a TN of 36! He rolls, 
  getting a 35, so he takes a Dramatic Wound. If he had rolled a 16, 
  he would have failed by 20, so he would immediately take an 
  additional Dramatic Wound beyond the first. 
  Dramatic Wounds 
  When you suffer a Dramatic Wound, the first thing to do is 
  erase all the Flesh Wounds you’ve suffered so far. Don’t get too 
  excited; you still have to deal with the Dramatic Wound’s effects. 
  First, if this Dramatic Wound brings your total number of 
  Dramatic Wounds equal to your Resolve, you’re Crippled. Until 
  your total number of Dramatic Wounds is reduced below this 
  level, none of your dice (except Drama Dice) explode. 
  Second, if this Dramatic Wound brings your total number of 
  Dramatic Wounds to twice your Resolve, you’re Knocked Out, 
  and you’ll probably wake up in a dungeon or tied to a chair, 
  assuming no one kills you. 
  Example: Rodriguez has a Resolve of 2, and he suffers his 
  second Dramatic Wound. Until he gets one of those Dramatic 
  Wounds healed, he is Crippled and his dice stop exploding. 
  Should he suffer another two Dramatic Wounds, he goes down 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 161 
  and becomes Knocked Out until either his friends heal him, or 
  the GM has him wake up. 
  You’ll either have to let your Dramatic Wounds heal with time 
  (all Dramatic Wounds heal between Stories), have a doctor see to 
  them (see the Doctor Skill), or find some magic to cure your 
  hurts. 
  Knocked Out 
  When your Hero has suffered a number of Dramatic Wounds 
  equal to twice his Resolve, he becomes Knocked Out. This 
  means that he’s taken so many wounds that he’s completely out 
  of it. The pain of his injuries has rendered him helpless, and 
  anyone can simply walk up to him and kill him automatically by 
  spending one Action. He can’t do anything at all when he is 
  Knocked Out. He doesn’t even roll for Initiative. 
  You may recover from being Knocked Out by spending one 
  Drama Die. However, regardless of the current Phase, you must 
  then spend the remainder of that Round recovering, unable to 
  perform any Actions. Your TN to be Hit during this time is 5. 
  You also recover from being Knocked Out if you are healed of 
  one or more Dramatic Wounds, though again you won’t be able 
  to do anything until the next Round, and your TN to be Hit will 
  be 5 until then. 
  NPC Wounds 
  In 7th Sea, there are three kinds of NPCs: Brutes, Henchmen 
  and Villains. Each of them is wounded differently. 
  Brutes 
  Brutes are riff-raff. They are the nameless thugs that villains 
  employ by the dozens and who die by the dozens when Heroes 
  show up. A group of Brutes is called a “Brute Squad.” 
  When a Hero gets a successful strike against a Brute, the Brute 
  is Knocked Out. That’s it. There’s no roll for Wounds, no Wound 
  Check, just the Brute going down. The GM determines if the 
  Brute has been killed or just knocked unconscious, but if a Brute 
  takes even a single Wound after he’s been knocked down, he 
  dies. 
  Oftentimes, a Hero can dispatch a menacing Brute Squad with 
  little effort. If a Hero is facing a Brute Squad directly, he may 
  attack an additional Brute per Raise. 
  Example: If you were facing four Brutes, you would need three 
  Raises (one for each additional Brute beyond the first) to attack 
  them all. 
  Henchmen 
  Henchmen are the lieutenants and hangers-on of Villains and 
  Heroes. They’re tougher than Brutes, but only a little. Henchmen 
  are actually just on the verge of becoming Heroes and Villains 
  themselves; all they need is a little push and they’re on their way. 
  Henchmen receive Wounds as Heroes do, but if they ever take 
  a number of Dramatic Wounds equal to their Resolve, they 
  become Knocked Out. 
  Villains 
  Villains are the counterparts of Heroes. They have the same 
  abilities as Heroes, and the same potential to do evil as a Hero 
  has to do good. 
  Villains are Wounded in exactly the same manner as Heroes. 
  Whenever they receive Wounds, they make a Wound Check 
  using their Brawn. If they succeed, there’s no effect. If they fail, 
  they take a Dramatic Wound. If a Villain ever takes a number of 
  Dramatic Wounds equal to twice his Resolve, he becomes 
  Knocked Out. 
  Example: Rodriguez is facing four Brutes. He only wants to 
  spend one Action on dispatching them, so when he attacks, he 
  tells the GM he wants to attack all the Brutes. There are four of 
  them, so the GM tells Rodriguez he needs three Raises to attack 
  them all. The TN to attack these Brutes is 10, so with three 
  Raises, the TN becomes 25. Rodriguez makes his roll and all the 
  Brutes fall down in a flurry of swordplay. 
  Armor 
  The intent of armor is to deflect sword strikes and musket 
  balls to save its wearer from damage. Unfortunately, most 
  modern Théan weapons go right through armor. Nowadays, 
  armor is more of a liability than an asset. It is not commonly 
  used, except of course by the Eisen, who have their almost 
  magical Dracheneisen armor, capable of deflecting musket balls 
  while remaining light enough to move around freely. However, if 
  you do want armor, here are the rules for doing so in 7th Sea. 
  When your Hero puts on armor, the idea is that it protects 
  certain parts of the body from injury. One problem with this 
  during game play is that the game system is intended to be quick 
  and dramatic, and therefore does away with hit location tables 
  and variable damage charts. 
  These armor rules are intended to translate the protection of 
  armor into a general reduction in damage taken by the character, 
  without hurting the efficacy of Dracheneisen armor in the game 
  (thus depriving Eisen characters of their “balance” against 
  sorcery) and still maintaining the pseudo-17th century European 
  feel of Théah. 
  Different types of armor available for purchase are listed after 
  the Weapons section in this compendium. 
  Armor Categories 
  Armor is grouped into three categories, each of which 
  represents a general level of protection, as follows: 
  Armor Category Table 
  Category Description 
  Light 
  This is the lowest form of protection, apart from daily 
  clothing. It includes materials like light hide (buff coat), 
  quilted material (gambeson) and heavy layered cloth (heavy 
  cloak) 
  Medium Heavier armor, such as hard leather (cuirboulli) or leather 
  and light metal rings (ring mail) are included in this class 
  Heavy 
  In this class you find the heaviest armor, such as close-link 
  chain mail, steel plate mail, or even wood and iron chest 
  plates 
  All of these armors are designed so that they include the 
  necessary under-layers. 
  Example: Chain and plate mail have either heavy cloth or a 
  quilted jacket underneath. Chain mail has a silk shirt as the 
  lowest layer. 
  Armour is simply not worn over normal clothes, and layering 
  different types of armor is generally just not practical. 
  Body Locations 
  The human body is divided up into six areas, which can be 
  effectively covered with armor. These areas are as follows: 
  1. Head and Neck 
  2. Torso and Stomach 
  3. Upper Arms and Elbows 
  4. Lower Arms and Hands 
  5. Upper Legs and Knees 
  6. Lower Legs and Feet 
  
  PAGE 162 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Each area can be covered with a particular type of armor, 
  offering protection to that area. Each side, such as lower arms 
  and hands, is assumed to include both left and right sides—you 
  normally wouldn't protect one side without the other. 
  Armor Protection 
  When your character purchases armor, simply decide which 
  areas it covers and into which armor category it falls. Then look 
  up these areas on the Armor Protection Table below and total up 
  the protection offered by the armor as a whole. 
  Armor Protection Table 
  Location 
  Light Medium Heavy 
  Head and Neck 
  1 
  2 
  3 
  Torso and Stomach 
  2 
  3 
  4 
  Upper Arms and Elbows 
  1 
  2 
  3 
  Lower Arms and Hands 
  1 
  2 
  3 
  Upper Legs and Knees 
  1 
  2 
  3 
  Lower Legs and Feet 
  1 
  2 
  3 
  Example: A chain shirt (Heavy), covering the torso (4) and 
  upper arms (3) only, would be worth 7 points of protection. A 
  fairly long buff coat (Light), covering the torso (2) and upper 
  legs (1) only, would be worth 3 points of protection. 
  The protection value listed for each armor category, is the 
  number which is removed from all Damage Rolls which actually 
  hit the character, to a minimum value determined by the weapon 
  size inflicting the Wound (Small = 1, Medium =2, Large, Bow 
  =3, Very Large, Longbow, Crossbow =4, Firearms =5*, 
  Explosives = 10 points). 
  * 
  Firearms at point blank range are generally deadly against most armor types, 
  Dracheneisen armor being the only exception. Treat the fire from all firearms 
  as being doubly effective (10 points) at this range. 
  Example: Every attack made with a dagger against a character in 
  a buff coat does 3 points less Damage, to a minimum of 1 point 
  (daggers are small weapons). This means that a buff coat is 
  effectively useless against large-sized, or bigger, weapons and 
  firearms. 
  Effectively, most weapons “ignore” a certain amount of 
  damage, based on the weapon size. This rule protects the power 
  of Dracheneisen armor to fully protect the wearer. 
  Example: Our character in the previous example may fare better 
  in a chain mail shirt with it’s accompanying heavy cloth 
  undershirt. 
  Most daggers, knives, and small axes are Small weapons. 
  Fencing weapons, such as rapiers, smallswords, and other blunt 
  weapons, such as clubs and maces, are Medium weapons. Heavy 
  weapons, including boar spears and axes, are Large weapons. 
  Zweihanders and most polearms are Very Large weapons, and 
  pistols and muskets are firearms. Explosives include cannons and 
  grenades, and can also include Damage from other “broad” 
  sources, such as falling. Bows and light crossbows are treated as 
  being Large weapons. Longbows and standard crossbows are 
  treated as being Very Large weapons (even though they 
  physically aren’t). The GM has the final say as to what 
  constitutes a particular size of weapon. 
  Armor Penalties 
  Wearing armor comes with an associated penalty, which, 
  coupled with the expense of good armor, is why not everyone 
  uses it. Armor is often heavy and cumbersome. 
  Chain mail is very weighty, with a momentum of it’s own, but 
  provides great protection versus blades. Likewise, plate mail is 
  lighter, but less flexible, and therefore more difficult to move 
  about in, plus it is extremely pricey. Breastplates of whatever 
  material are stiff and can be tight—restricting shoulder 
  movement. Also, many metal breastplates only provide 
  protection from attacks from the front. 
  Put simply, armor can put a crimp in your character’s style. The 
  only simple way to represent this in 7th Sea is to apply a Finesse 
  penalty for those wearing armor. This is generally determined by 
  the heaviest type of armor worn by the character, even if it’s only 
  on one body location. The penalty for wearing armor is: 
  Light armor, Dracheneisen armor: No penalty. 
  Medium armor: Reduce all Finesse-based rolls by one unkept 
  die. 
  Heavy armor: Reduce all Finesse-based rolls by two unkept 
  dice. 
  Panzerhands 
  Panzerhands are medium-sized weapons, but, unless they are 
  made of Dracheneisen, they count as heavy armor on the 
  wearer’s lower arm and hand. Because of the flexibility built into 
  this style of gauntlet, Heroes wearing only one panzerhand, and 
  either light or no other armor, are considered to be wearing light 
  armor. 
  If the Hero wears two panzerhands, one on each hand, then he 
  is considered to be wearing medium armor, regardless of what 
  other armor he is wearing. This armor penalty is waived for 
  students of the Loring Swordsman School as long as they are 
  wearing no other armor (not even Light armor). 
  Dracheneisen Armor 
  The rules for armor protection don’t apply to Dracheneisen 
  armor. Dracheneisen armor retains all of the benefits listed under 
  the Dracheneisen Advantage. As noted above, it always wears as 
  if it were light armor, including Dracheneisen panzerhands. 
  Note that locations not covered by Dracheneisen armor are just 
  as vulnerable to called shots as usual. 
  Dracheneisen armor is rarely combined with other armor types, 
  however (unless the character is simply using a Dracheneisen 
  panzerhand, and wearing a chain shirt, for instance). Where this 
  does happen, the damage reduction capability of the 
  Dracheneisen is reduced by one Kept die to reflect the averaged 
  nature of wearing both standard and Dracheneisen armor. 
  Armor, Body Locations and Called Shots 
  The rules for armor are designed to reflect an average level of 
  protection across the body, but this should increase if a called 
  shot is used to target a specific body location. 
  Example: A chain shirt deducts 7 from Damage rolls when hit. 
  However, if the wearer’s hand is targeted by a called shot, then 
  the armor gives no protection. 
  In this example, no benefit is gained from wearing the chain 
  shirt—it doesn’t protect the hands. However, if the character was 
  also wearing a metal gauntlet and greaves (covering the lower 
  arms of the character), this would increase the overall protection 
  value to 10 points (torso 4 plus upper arms 3 plus lower arms 3). 
  Any armor in a specific body location provides twice the 
  protection it would normally provide against called shots to that 
  locations. 
  Example: This time, when the hand is hit, deduct two times the 
  protection of the specific area hit, i.e. 2 x 3 = 6 points. 
  The minimum Damage rule for different weapon sizes still 
  counts. 
  Example: A Villain shoots a Hero in the hand with a pistol. The 
  character’s hand is protected with a chain and cloth gauntlet 
  (Heavy armor, 3 points). The damage from the Firearm is rolled 
  for, inflicting 17 Damage points, reduced by 6 points for the 
  gauntlet, so doing only 11 Wounds. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 163 
  If the villain had been unlucky and rolled only 4 Damage points, 
  then the firearm would do this amount of Damage (4 Wounds), 
  as the pistol effectively ignores the first 5 points of armor. 
  Surprise 
  When attempting to sneak up on or ambush someone, you 
  make 
  a 
  Contested 
  roll 
  of 
  your 
  Finesse+Stealth 
  or 
  Finesse+Ambush, 
  as 
  appropriate, 
  versus 
  your 
  target’s 
  Wits+Ambush. If you win your target is surprised for one 
  Round, or until struck, whichever happens first. 
  While surprised, your Passive Defense drops to 5. In addition, 
  you cannot use any Actions, including Interrupt Actions. You are 
  allowed to Hold any Actions you would have normally received 
  until you are no longer surprised. Surprise only works in a 
  situation where you can approach the victim unobserved. 
  Example: Rodriguez has a Stealth Knack of 3. He tries to sneak 
  up on a guard who has a Wits of 2 and no Ambush Knack. 
  Therefore, Rodriguez’s TN is 10, and he rolls six dice, Keeping 
  three. The guard’s TN is 15, and he rolls two dice, Keeping two. 
  Rodriguez gets a 21, and the guard gets a 12. Since Rodriguez 
  succeeded and the guard failed, Rodriguez wins the Contested 
  roll, and the guard is surprised for 1 Phase. If Rodriguez saved an 
  Action to take advantage of his surprise, the guard will most 
  likely die a quick death. 
  Experience 
  As you adventure, your GM will award you Experience 
  Points, or XP. Your GM will probably hand out from 1-5 XP per 
  player per game session (plus your leftover Drama Dice, which 
  turn into XP, and any XP your Backgrounds give you), but it is 
  his prerogative to raise or lower this number as he sees fit. You 
  can use XP to improve your Hero’s abilities in the following 
  ways: 
  Buy a New Skill 
  Buying a new Skill costs 10 XP. This is more expensive than at 
  Hero Creation, and represents finding a new tutor to teach you 
  the unfamiliar skill. When you buy a new Skill, the first Ranks in 
  the Basic Knacks are free just as at Hero Creation, with one 
  important difference: if you already possess a Knack that you are 
  getting a free Rank in, you cannot add the Rank to your existing 
  Knack as you could when making your Hero. 
  Example: If you have a Footwork of 2, and you buy the 
  Pugilism Skill, your Footwork does not go up. 
  Buy a New Background 
  You may buy a new Background for 3, 6, or 9 XP, which gets 
  you a 1-, 2-, or 3-point Background. You may only have a total 
  number of Backgrounds (not points in Backgrounds) equal to 
  your Rank in Panache. 
  Example: If you already have two Backgrounds, and you have a 
  3 Panache, you may purchase only one more Background. 
  Raise a Knack 
  In order to increase a Knack, you must spend a number of 
  Experience Points equal to twice the Rank you want to increase 
  the Knack to. 
  Example: If you want to increase a Knack from Rank 2 to Rank 
  3, you must spend 6 Experience Points. 
  After Hero Creation, Advanced Knacks cost the same to 
  increase as Basic Knacks, so it is usually more cost-effective to 
  start with a low Rank in your Advanced Knacks, then work them 
  up through game play. 
  You can only raise your Knacks to a maximum Rank of 5 in 
  most circumstances, unless you can gain access to Special 
  Training (see below). You may only raise a Knack by one Rank 
  per Story. 
  Knack Advancement Table 
  Next Rank 
  Cost of Advancement 
  1 
  2 XP 
  2 
  4 XP 
  3 
  6 XP 
  4 
  8 XP 
  5 
  10 XP 
  6 (Special Training) 
  25 XP 
  Special Training 
  It is possible under special circumstances to reach Rank 6 in 
  certain Knacks. First, the Hero must already have Rank 5 in the 
  Knack to begin with. Then he must find a Master in that 
  Knack—someone sufficiently knowledgeable to instruct him—
  and convince him or her to pass on what they know. 
  Instruction costs 25 XP and can take anywhere from one month 
  to one year, depending on the circumstances (the GM has the 
  final word). If these conditions are met, the Hero’s Rank is 
  increased to 6. Normally, only NPCs and retired Heroes have a 
  Knack Rank this high, and usually in no more than one or two 
  Knacks. 
  Raise a Trait 
  In order to increase a Trait, you must spend a number of 
  Experience Points equal to five times the Rank you want to 
  increase the Trait to. 
  Example: If you want to increase a Trait from Rank 3 to Rank 4, 
  you must spend 20 Experience Points. 
  Unless you have a special Advantage or ability, you can only 
  raise your Traits to a maximum Rank of 5. 
  Trait Advancement Table 
  Next Rank 
  Cost of Advancement 
  1 
  5 XP 
  2 
  10 XP 
  3 
  15 XP 
  4 
  20 XP 
  5 
  25 XP 
  6 (Special Ability) 
  30 XP 
  7 (Special Ability) 
  35 XP 
  Join a Swordsman School 
  With your GM’s permission, you may join a new Swordsman 
  School. You must already possess both Skills in its Basic 
  Curriculum, plus be a member in good standing with the 
  Swordsman’s Guild (if that is offered by the School), and then 
  you must find a Master of the style who is willing to teach you. 
  You must then pay an additional base 50 XP to learn the style, 
  modified for the following: 
  Condition 
  XP 
  Modifier 
  Country of Origin different to that of School 
  +30 XP 
  If you already have an Apprentice Ability with an effect that 
  matches that of the School 
  -10 XP 
  You already know a Swordsman Knack taught by that 
  School (each Knack known) 
  -5 XP 
  It requires at least one month of training before a character can 
  be said to have learned the basics of a School’s style. The GM 
  may also require other conditions, however, such as a financial 
  cost or some form of initiation. 
  
  PAGE 164 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Things You Can’t Do With XP 
  You may never use XP to do any of the following: 
  Buy Arcana 
  Virtues are rare, even among Heroes, and if you missed the 
  boat when making your Hero, then you’re out of luck. Moreover, 
  if you bought a Hubris, then you’re stuck with it for life. We 
  warned you that it was a fatal flaw, didn’t we? 
  Buy an Advantage 
  Like Arcana, Advantages don’t just magically appear when you 
  have the points for them. On the other hand, your GM may want 
  you to marry into a noble family, or something that similarly 
  supplies you with an Advantage that you didn’t have at Hero 
  Creation. In this instance, your GM will simply give you the new 
  Advantage for free. 
  Raise your Drama 
  Drama is always equal to your lowest Trait. The only way to 
  raise your Drama is to raise your Traits. Drama is what makes 
  you a Hero, after all, so it’s not cheap to come by. 
  Repartee System 
  An essential element of the swashbuckling genre is banter. 
  Witty remarks can cut as deeply as a blade and drive an enemy 
  into a frustrated frenzy that gives the Hero the upper hand he 
  needs to overcome the odds. Unfortunately, not all of us are as 
  cunning as the heroes we’d like to portray, so here’s a system to 
  help you simulate such interactions with very real game effects. 
  Interpersonal Actions 
  There are several basic interpersonal Actions that any PC or 
  NPC may attempt—Charm, Intimidate, and Taunt. The base Trait 
  used and effects of the attempt are determined by the Action (see 
  their descriptions below). How they are attempted in the game is 
  left up to the players, who must decide on a reasonable course of 
  Action to justify the attempt before the GM allows it. 
  The default TN for all interpersonal Action attempts is the 
  target Trait × 5. The target Trait is always the one being used to 
  perform the action (i.e., Resolve vs. Resolve, Wits vs. Wits, 
  Panache vs. Panache). 
  Witty Repartee Table 
  Action 
  Trait Used Effect 
  Busking 
  Varies 
  Increase money received from your 
  performance 
  Charm 
  Wits 
  When number of successes = target’s 
  Resolve, the target is convinced 
  Intimidate 
  Resolve 
  Target has a one unkept die penalty, plus an 
  additional unkept die penalty when acting 
  directly against the Hero for the remainder 
  of the Scene 
  Taunt 
  Panache 
  Target must Raise as many times as the Hero 
  did when acting against him. 
  The effects of all interpersonal Actions are temporary—after 
  contact (i.e., physical proximity) is broken between the Hero and 
  his target, all effects vanish, and a new process must begin before 
  any new modifiers can be applied. 
  Affecting Multiple People With Repartee 
  When a Hero wants to affect more than one target with this 
  system, he must consider the level of the opponent he is facing. 
  The following rules apply: 
  Villains: Heroes may affect only a single Villain at a time with 
  any Repartee effect. 
  Henchmen: Heroes may affect more than one Henchman with 
  Repartee. Each additional Henchman is a Raise. 
  Brutes: One unmodified roll is all that is required to affect a 
  single Brute Squad. Additional Squads require one Raise apiece. 
  Busking 
  Trait Used: Performer Knack+applicable Trait 
  TN: 5×Target’s Resolve 
  Restrictions: Busking can only be used on Henchmen and 
  Brutes, never Villains. 
  Busking is an age-old tradition of artists and performers 
  “passing the hat” to make a living. Basically, a performer or 
  troupe spontaneously begins entertaining passers-by or a 
  gathered crowd, with the intention of making a bit of money. The 
  performer often has an instrument case, a pot, or a hat on the 
  ground in front of him, and invites people to toss in a coin or two 
  in appreciation. This can be very lucrative in a tavern or a busy 
  plaza, but the busker must always be on the look-out for 
  potentially disapproving authorities, who may see it as a form of 
  begging. 
  One Busking attempt takes a full hour . This represents the 
  performer sizing up the audience, trying to feel out the crowd’s 
  mood, and changing tunes and/or stunts to set the scene. A 
  character cannot attempt to busk a completely hostile crowd 
  (such as enemy soldiers or prisoners), if a test is successful, 
  subtract the TN (including any raises) from the number rolled. 
  Multiply the result by 1 cent This is the amount of money the 
  busker earns for the hour. This amount can be increased by 1 
  cent for each Raise the character calls, including Raises for 
  multiple targets. 
  Charm 
  Trait Used: Wits 
  TN: 5×Target’s Wits 
  Charm Actions attempt to convince a character of something 
  by reducing his or her Resolve, representing the gradual effect 
  the player Hero’s words and actions are having on his target. The 
  Hero makes a series of Contested Wits checks against the target. 
  Once the Hero has made as many successful Charm rolls as the 
  target’s Resolve, the target is convinced of the Hero’s point. 
  (Raises count as extra successful rolls.) If the Hero ever fails 
  with a Charm roll, then the process ends automatically, any 
  accumulated successes are lost, and no further attempts with that 
  target and point of argument can be attempted. 
  Charm is used to improve the attitudes of others, as well as 
  convince them of a particular point or course of action. 
  When calling for a Charm attempt, the player must inform the 
  GM of his intent and/or ideal result. As Charm is a prolonged 
  Action (commonly taking several player Actions to complete), it 
  is important to know what he is ultimately trying to accomplish 
  at the beginning. 
  Limitations of Charm 
  It is impossible to convince anyone of anything that he or she is 
  inherently opposed to (morally, ethically, or otherwise). 
  Secondly, all Charm effects are temporary—the long-term 
  attitudes of others cannot be permanently adjusted with this 
  Action. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 165 
  Intimidate 
  Trait Used: Resolve 
  TN: 5×Target’s Resolve 
  Intimidate Actions attempt to cow the target by sheer force of 
  will. The Hero makes a Contested Resolve check against the 
  target. Success indicates the target loses one die—plus one 
  additional die per Raise—from every action when acting directly 
  against the Hero. 
  Intimidate is far less complicated (and commonly much more 
  direct) than Charm. In essence, your Hero is attempting to cow 
  another by force of personality alone (though displays of wanton 
  violence and unpredictable, hostile behavior help the process 
  along). 
  Note that this effect can eliminate all the target’s dice before he 
  even counts them. This result indicates that the target is 
  automatically unsuccessful with the action. 
  Taunt 
  Trait Used: Panache 
  TN: 5×Target’s Panache 
  Taunt Actions can cause the target to fail where he would 
  otherwise succeed. When using this option, the number of Raises 
  made by the Hero is important; with success, the target must also 
  Raise by the same amount for his next Action directed at the 
  Hero. Of course, if he overcomes this handicap, the Hero will be 
  sorry for his words… 
  A combination of making fun at the target’s expense and 
  general derision, Taunt is the dark side of interpersonal 
  communication. All that is required is a sharp tongue, a sadistic 
  streak, and the knowledge that it’s all in good fun. 
  
  PAGE 166 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  EQUIPMENT 
  All prices are listed in Guilders and cents 
  (1/100 of a Guilder). 
  Clothing 
  Item 
  Cost 
  Apron, cloth 
  8c 
  Apron, leather 
  80c 
  Boots, fine 
  5+c 
  Boots, plain 
  2G 
  Boots, riding 
  3G 
  Cape 
  1G 
  Cloak, fine 
  3+G 
  Cloak, plain 
  1G 
  Coat, digger’s 
  4G 
  Coat, gentleman’s 
  5+G 
  Coat, plain 
  1G 
  Dress, fancy 
  5+G 
  Dress, plain 
  2G 
  Gloves, cotton 
  10c 
  Gloves, leather 
  20c 
  Gloves, silk 
  2+G 
  Gown, exotic 
  7+G 
  Hat, wide-brimmed 
  1G 
  Hat, tricorn 
  1G 
  Jacket, plain 
  1G 
  Jacket, fancy 
  3+G 
  Mask 
  30+c 
  Money belt 
  40c 
  Shoes, fancy 
  2+G 
  Shoes, plain 
  50c 
  Shoes, snow 
  2G 
  Spectacles 
  5+G 
  Suit, plain 
  1G 
  Suit, silk 
  4+G 
  Undergarment 
  1+G 
  Tabard 
  80c 
  Veil 
  5c 
  Vest 
  40c 
  Wig 
  1G 
  Transportation 
  Item 
  Cost 
  Cart (1 horse) 
  40G 
  Cart (1 pony) 
  25G 
  Coach (2 horses) 
  200G 
  Coach (4 horses) 
  400G 
  Coach (6 horses) 
  800G 
  Overland passage 
  3G/100 mi. 
  Ship passage 
  5G/100 mi. 
  Sled, dog (7 dogs) 
  70G 
  Sleigh 
  50G 
  Wagon (2 horses) 
  60G 
  Wagon (4 horses) 
  80G 
  Donkey 
  35G 
  Horse, draft 
  50G 
  Horse, pony 
  45G 
  Horse, race 
  1000+G 
  Horse, riding 
  60G 
  Horse, war 
  750G 
  Mule 
  40G 
  Ox 
  90G 
  Tack and Harness 
  Item 
  Cost 
  Bit and bridle 
  5G 
  Bird cage 
  1+G 
  Falcon hood 
  1G 
  Item 
  Cost 
  Falconer’s glove 
  1G 
  Harness 
  75G 
  Hobbles 
  1G 
  Horse blanket 
  50c 
  Saddle bags 
  5G 
  Saddle blanket 
  50c 
  Saddle, pack 
  10G 
  Saddle, riding 
  15G 
  Saddle, side 
  15G 
  Saddle, war 
  30G 
  Yoke 
  1G 
  Weapons and Armor 
  Item 
  Cost 
  Bow 
  8G 
  Avalon longbow 
  10G 
  Buckler 
  4G 
  Crossbow 
  12G 
  Cutlass 
  12G 
  Fencing sword 
  15G 
  Smallsword 
  18G 
  Flintlock musket 
  20G 
  Flintlock pistol 
  20G 
  Heavy weapon 
  8-10G 
  Broadsword 
  10G 
  Knife 
  6G 
  Stiletto 
  8G 
  Grappling Gun 
  25G 
  Grenade 
  22G 
  Throwing Knife 
  6G 
  Throwing axe 
  6G 
  Main-gauche 
  8G 
  Garrotte 
  2G 
  Panzerhand 
  5G 
  Whip 
  2G 
  Polearm 
  14G 
  Weapon Accessories 
  Item 
  Cost 
  Arrows, normal (20) 
  40c 
  Arrows, grappling (5) 
  2G 
  Bayonet, plug 
  3G 
  Belt scabbard 
  250c 
  Bolts, normal (2) 
  40c 
  Bolts, grappling (5) 
  2G 
  Bullet mold 
  90c 
  Caltrops (per bag) 
  50c 
  Extra flint 
  10c 
  Fencing Ring Grip 
  2G 
  Gunpowder (10 shots) 
  1G 
  Lead (10 shots) 
  50c 
  Powder flask (10 shots) 
  50c 
  Powder measure 
  120c 
  Quiver (20 arrows/bolts) 
  1G 
  Sheath, ornamented 
  4+G 
  Sheath, plain 
  1G 
  Miscellaneous 
  Item 
  Cost 
  10’ pole 
  1c 
  Backpack 
  7c 
  Bandages (3) 
  1G 
  Bedroll 
  125c 
  Blanket 
  1G 
  Chair 
  3G 
  Chisel 
  50c 
  Item 
  Cost 
  Climbing gloves 
  2G 
  Climbing pick 
  2G 
  Coat, digger’s 
  4G 
  Compass 
  1+G 
  Crowbar 
  1G 
  Dice (wooden) 
  25c 
  Grappling hook 
  2G 
  Hammer 
  75c 
  Hatchet 
  1G 
  Lamp oil 
  10c/hour 
  Lantern 
  2G 
  Litter 
  25c 
  Lock (TN 10) 
  5G 
  Lock, per +5 to lock TN (max 30) 
  +2G 
  Lockpicks 
  10G 
  Mallet 
  50c 
  Mattocks 
  2G 
  Map or scroll tube 
  1G 
  Mess kit 
  2G 
  Pavilion (10-man) 
  40G 
  Pick 
  75c 
  Pillow 
  50c 
  Rope (50’) 
  1G 
  Salted provisions (1 week) 
  1G 
  Shovel 
  150c 
  Soap 
  3G 
  Splint set 
  20c 
  Spike, iron (5) 
  1G 
  Spike, wooden (12) 
  1G 
  Table 
  3G 
  Tent (2-man) 
  10G 
  Torches (6) 
  50c 
  Whistle 
  1G 
  Food and Lodging 
  Item 
  Cost 
  Ale (quart) 
  3c 
  Banquet (feeds 4-10 people) 
  5+G 
  Beer (1 round) 
  5c 
  Beer (small keg) 
  20c 
  Brandy (bottle) 
  2G 
  Cider (jar) 
  3c 
  Dinner (feeds 4) 
  1G 
  Fruit (5) 
  10c 
  Fruit, citrus (5) 
  50c 
  Jerky (1 week) 
  1G 
  Liquor (jigger) 
  10c 
  Lodging, good (weekly) 
  1+G 
  Mead (bottle) 
  15c 
  Meal, good (feeds 1) 
  5c 
  Pork (1 lb) 
  15c 
  Rum (bottle) 
  10c 
  Tea (1 lb) 
  5G 
  Wine, average (bottle) 
  10c 
  Wine, fine (bottle) 
  1G 
  Wine, excellent (bottle) 
  5+G 
  Tools 
  Item 
  Cost 
  Anvil 
  20G 
  Bellows 
  20c 
  Block and tackle 
  8G 
  Chain 
  1G/ft 
  File 
  15c 
  Grindstone 
  30G 
  Knife blades (5) 
  6G 
  Ladder 
  2G 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 167 
  Item 
  Cost 
  Loom 
  120G 
  Nails (10 lb) 
  5G 
  Needle sewing 
  30c 
  Pliers 
  3G 
  Pitchfork 
  2G 
  Razor 
  2G 
  Saw 
  3G 
  Scissors 
  4G 
  Sextant 
  5+G 
  Shovel 
  150c 
  String/twine (50 ft) 
  25c 
  Telescope 
  5+G 
  Thread (10 ft) 
  10c 
  Tongs 
  2G 
  Whetstone 
  1G 
  Wire, iron 
  3c/ft 
  Scholarly Items 
  Item 
  Cost 
  Alembic 
  3G 
  Balance and weights 
  14G 
  Basket, wicker 
  2G 
  Beaker (4) 
  3G 
  Bellows 
  150c 
  Book, blank, 100 pages 
  1G 
  Book, scholarly 
  1-10G 
  Brazier 
  25G 
  Candle, sealing wax (5 seals) 
  50c 
  Chalk (12 pieces) 
  1G 
  Clock, pendulum 
  200G 
  Clock, water 
  40G 
  Crucible 
  5G 
  Dipper 
  1G 
  Flask 
  40c 
  Funnel 
  1G 
  Hourglass 
  5G 
  Ink (5 bottles) 
  3G 
  Lens (concave and convex) 
  13G 
  Logarithmic table 
  1G 
  Measuring tools 
  3G 
  Microscope (50x) 
  75G 
  Mirror, full length 
  25+G 
  Mirror, small 
  10G 
  Mortar and pestle 
  3G 
  Pen 
  5-15G 
  Prism 
  15G 
  Retort 
  5G 
  Surgical kit 
  100G 
  Tongs 
  1G 
  Tripod 
  5G 
  Tubing, glass (per foot) 
  20c 
  Tweezers 
  25c 
  Vial 
  10c 
   
  
  PAGE 168 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  WEAPONS 
  Melee Weapons Table 
  Weapon 
  Damage Notes 
  Cost 
  Bayonet 
  3k2 
  Plug Bayonets explode with 2k2 damage if fired when fixed. Takes 1 round to (un)mount. 
  3G 
  Blunt Weapon 
  2k2 
  Maces, hammers, morning stars and cudgels fall into this category 
  - 
  Boar Spear 
  1k2 
  If hit, increase lowest Action die by +1 per full 10 Flesh Wounds inflicted 
  - 
  Broken Bottle 
  0k2 
  Pretty obvious… 
  - 
  Buckler 
  1k1 
  Standard parrying shield 
  4G 
  Chair 
  2k1 
  Pretty useful all round household object 
  3G 
  Cutlass 
  3k2 
  Its weight confers a –1 unkept die Attack penalty 
  12G 
  Dietrich Sword 
  2k2 
  Allows you to reroll any ones on your Damage dice 
  - 
  Disguised Blade 
  1k2 
  Looks like a Vaticine Cross. Adds +2 Free Raises to Conceal rolls 
  - 
  Dracheneisen Fencing Sword 
  2k2 
  Confers +1 unkept die bonus when using Fencing Knacks 
  - 
  Dracheneisen Heavy Weapon 
  3k2 
  Confers +1 unkept die bonus when using Heavy Weapon Knacks 
  - 
  Dracheneisen Knife 
  1k2 
  Confers +1 unkept die bonus when using Knife Knacks 
  - 
  Dracheneisen Polearm 
  3k2 
  Confers +1 unkept die bonus when using Polearm Knacks 
  - 
  Dracheneisen Zweihander 
  3k3 
  Confers +1 unkept die bonus when using Heavy Weapon Knacks 
  - 
  El Esoque Occulto 
  2/1k2 A rapier with a hidden dagger, released from the pommel 
  - 
  Fencing Ring Grip 
  - 
  Grants +1 Free Raise to Feints, but if Disarmed the user takes 1k1 damage 
  - 
  Fencing Sword 
  2k2 
  Standard fencing blade 
  15G 
  Hatchet 
  2k2 
  One-handed axe useful for chopping wood and kobolds 
  - 
  Heavy Weapon 
  3k2 
  The standard weapon of surly Théan guards 
  8-10G 
  Highland Marches Claymore 
  4k2 
  It’s unwieldy nature gives a –1 unkept die penalty 
  - 
  Knife 
  1k2 
  Standard short-bladed dagger 
  6G 
  Large Club 
  1k1 
  Your basic club 
  - 
  Small Club 
  0k1 
  A smaller version of the large club 
  - 
  Panzerhand 
  0k2 
  Dracheneisen gauntlet adding +1 unkept die when using Panzerhand Knacks 
  5G 
  Pitchfork 
  2k2 
  The weapon of choice for many an irate farmer 
  2G 
  Shield 
  1k1 
  A large and heavy version of a Buckler; +10 TN to be Hit versus non-firearm ranged attacks 
  8G 
  Sidhe Dagger 
  2k2 
  Faerie speed gives -1 bonus to one of your Initiative dice. –1 unkept die if away from Avalon 
  - 
  Sidhe Sword 
  4k2 
  Faerie speed gives -1 bonus to one of your Initiative dice. –1 unkept die if away from Avalon 
  - 
  Stiletto 
  0k2 
  Long, thin-bladed dagger that gives +1 unkept die to Attack rolls. 
  8G 
  Swordcane 
  2k2 
  Perception [30] check to notice a Swordcane; The wielder must add +5 to all Parry (Fencing) 
  Active Defense rolls 
  - 
  Table 
  3k1 
  Good for eating from, not so handy in a fight; –1 unkept die to Attack rolls 
  3G 
  Throwing Axe 
  2k2 
  One-handed axe balanced for throwing 
  - 
  Whip 
  0k1 
  Using the Whip grants a +5 Initiative Total bonus and the Action dice of the user are 1 lower 
  when Attacking 
  2G 
  Zweihander 
  3k3 
  After every Attack you must spend 1 Action to reset the Zweihander before you Attack or 
  Parry with it, or else drop it and switch weapons. 2-handed 
  - 
  Missile Weapons Table 
  Weapon 
  Damage Range 
  Short 
  Long 
  Reload Notes 
  Cost 
  Avalon Longbow 
  2k2 
  200 
  -5 
  -10 
  1 
  Fine bow of Avalon 
  10G 
  Bow 
  2k2 
  150 
  -5 
  -10 
  1 
  Standard 
  8G 
  Crossbow 
  2k3 
  100 
  -5 
  -10 
  6 
  Standard 
  12G 
  Dracheneisen Pistol 
  4k3 
  50 
  -10 
  -15 
  20 
  -5 to opponents To Hit TN 
  - 
  Dracheneisen Musket 
  5k3 
  100 
  -10 
  -15 
  30 
  -5 to opponents To Hit TN 
  - 
  Grappling Gun 
  1k1 
  40 
  -10 
  -15 
  25 
  TN 5+Range Modifier to grapple 
  25G 
  Grenade 
  4k4 
  5+(2xB) 
  0 
  -5 
  n/a 
  See Exotic Weapons 
  22G 
  Harpoon 
  3k2 
  5+(2xB) 
  0 
  -5 
  n/a 
  Against large creatures is 3k3 
  - 
  Hatchet 
  2k2 
  5+B 
  0 
  -5 
  n/a 
  Standard 
  - 
  Musket 
  5k3 
  80 
  -10 
  -15 
  30 
  Standard 
  20G 
  Pistol 
  4k3 
  30 
  -10 
  -15 
  20 
  Standard 
  20G 
  Sidhe Bow & Arrows 
  2k2 
  150 
  -5 
  -10 
  1 
  (Sidhe Weapon) Those hit fall into an enchanted sleep 
  - 
  Thrown Knife 
  1k2 
  5+(2xB) 
  0 
  -5 
  n/a 
  Basic dagger 
  6G 
  Throwing Axe 
  2k2 
  5+(2xB) 
  0 
  -5 
  n/a 
  One-handed axe balanced for throwing 
  6G 
  Vodacce Throwing Knife 
  1k1 
  5+(2xB) 
  0 
  -5 
  n/a 
  Free Raise when thrown; Active Defense TN 
  increased by +5 
  6G 
  Exotic Weapons Table 
  Weapon 
  Skill Used 
  Notes 
  Cost 
  Caltrops 
  Simply drop them on the 
  ground 
  Finesse+Athletics (Footwork) vs. TN to Traverse 5 feet or -2 Chase Markers. If 1 Kept 
  die is a ‘1’ then take 0k1. A bag covers 5 sq feet 
  50c/bag 
  Garrotte 
  Finesse+Dirty Fighting 
  (Throat Strike) 
  Struggle for Rounds = Resolve, then -1 Resolve per Round. When at -1 Resolve the 
  victim dies. He is considered Grappled until then 
  2G 
  Grenade 
  Finesse+Throwing 
  1 Round to light, roll 1D10 for phase it goes off; 0 = now! 1 DW for every 5 Wound 
  Check is failed by but may roll Panache + Leaping/Sprinting TN20 to avoid 
  22G 
   
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 169 
  Weapon Descriptions 
  Avalon Longbow: Avalon history is peppered with prominent 
  use of the longbow, from the exploits of Robin Goodfellow to 
  David III’s stirring victories over the Montaigne. Avalons use a 
  larger and heavier bow than their continental counterparts. This 
  increased pull gives the Avalon longbow a range of 200 yards. 
  Other stats are as for a normal bow. 
  Bayonet: A typical Théan bayonet is simply a long knife blade 
  with a rounded handle designed to fit inside the barrel of a 
  musket. When it is mounted in place, the musket can be used as a 
  polearm (3k2 Heavy Weapon, but uses the Polearm Skill). It 
  takes one Action to either mount or to unmount a plug bayonet. 
  A musket fired with a mounted plug bayonet will explode, 
  inflicting two dice of damage to its wielder. 
  Montaigne has recently developed the attached bayonet, which 
  clips to the side of the musket barrel and does not prevent the 
  weapon from firing. 
  Boar Spear: A boar spear is a polearm approximately five to 
  seven feet long, with a crossbar behind the tip that can force 
  opponents back away from the wielder. Boar spears require one 
  hand to wield and inflict 1k2 damage. However, an opponent 
  successfully hit by a boar spear must increase his lowest Action 
  die by +1 (to a maximum of 10) for every full 10 Flesh Wounds 
  inflicted on him. 
  Caltrops: Caltrops are small spiked balls which are scattered on 
  paths in order to slow down pursuers. It requires a 
  Finesse+Footwork (20) roll to successfully traverse 2 yards of 
  ground covered by caltrops. Failure means the pursuer must slow 
  to a walk, adding +2 markers to the Chase. If the pursuer rolls at 
  least one ‘1’ on any of his Kept dice, then he has stepped on a 
  caltrop, causing him 0k1 Wounds and forcing him to limp until 
  healed (the Chase is effectively over). GMs may adjust the TN 
  for mitigating factors (low lighting, whether the pursuer is 
  watching the ground, etc.) as appropriate. 
  Caltrops cost 50 cents per bag. The contents of a bag can 
  suitably cover 2 square yards. 
  Cloak: A Hero wearing a cloak in combat can remove it in order 
  to use it as a makeshift buckler, but this requires the Cloak Skill 
  to do so effectively. Cloaks never inflict damage in combat, but 
  they can be used to entangle an opponent, unlike a buckler. A 
  cloak costs anywhere from 1-10G, depending on how fancy it is. 
  Cutlass: Cutlasses are Fencing Weapons (2k2). They are 
  weighted like meat cleavers to cut easily into flesh and bone, but 
  at the expense of accuracy. Therefore, a Hero’s Attack roll is at a 
  penalty of one unkept die, while his Damage Roll is at a bonus of 
  one unkept die when using a cutlass (3k2 total). 
  Fencing Ring Grip: The grip is a ring above the quillions of a 
  blade; the user can put his or her fingers through it, allowing for 
  greater control of the weapon. A fencing ring grip gives a Free 
  Raise to any Feint attempt the wielder makes. However, should 
  the wielder be disarmed of his fencing weapon, he suffers 1k1 
  Damage, as any fingers he has in the ring grip are battered and 
  possibly broken. 
  Fighting Lantern: A fighting lantern is a masked, bull’s-eye 
  lantern, most often used by the students of the Larsen School. 
  Very little light escapes it when its mask is down, and when the 
  mask is up, light can be directed in one direction only. The 
  handle of the lantern is attached to its back, and a thumb-
  activated lever allows its user to raise and lower the mask. 
  Garrotte: A garrotte is a long piece of wire which wraps around 
  a victim’s throat into order to strangle him. Garrottes use 
  Finesse+Dirty Fighting (Throat Strike). With a successful attack, 
  the victim cannot make a sound and begins to suffocate. The 
  victim is considered Grappled and can attempt to break free 
  normally. 
  Grenades: Here’s an astonishingly nasty little device. Grenades 
  are basically a wrought iron shell filled with gunpowder, and a 
  piece of cannon fuse to light them with. When the fuse is lit, it 
  burns down to the gunpowder, which explodes, shattering the 
  iron shell into pieces of shrapnel. This translates into a Rank 4 
  explosion [GM:174] and the shrapnel causes Heroes caught by 
  the blast to take one Dramatic Wound, plus one more for every 
  full 5 points by which they failed their Wound check. 
  It takes one Action to light the fuse, and another one to throw 
  the grenade. Unfortunately, quality control on cannon fuse is 
  rather poor. Some fuses take a long time to burn, and some burn 
  almost instantly. When the Hero lights the fuse of a grenade, 
  have him roll a non-exploding die. The number showing is the 
  number of Phases before the grenade goes off, and if it’s showing 
  a 0, the grenade goes off this Phase. Grenades always go off in a 
  Phase before anything else happens, and a person holding or 
  lying on a grenade gets no chance to avoid the explosion. Feel 
  free to wreak havoc with these new toys, but be careful! 
  Harpoon: Whaling is a primitive operation on Théah, thanks to 
  the extreme danger surrounding the endeavor. Typically, whalers 
  attempt to kill any leviathans in the area with cannon volleys and 
  envenomed harpoons, not caring whether or not the animal’s 
  body is destroyed. Then they use thrown harpoons to harvest the 
  less dangerous beasts. Harpoons are a 3k2 weapon normally, but 
  against large creatures (such as whales and leviathans) whose 
  flesh they can dig deeply into, they are considered a 3k3 weapon. 
  Like other thrown weapons, their range is 5, plus two times 
  Brawn, yards. 
  Hatchet: A hatchet is a small, one-handed axe commonly used 
  for chopping wood. When used as a melee weapon, it inflicts 2k2 
  damage. When thrown, it has a range of 5, plus the thrower’s 
  Brawn, yards, with no modifier for Short Range and a –5 penalty 
  for Long Range. 
  Highland Marches Claymore: Claymores are Heavy Weapons. 
  They are extremely large and heavy in order to put enormous 
  impetus behind their blows. A Hero’s Attack roll is at a penalty 
  of –1 unkept die, while his Damage roll is at a bonus of one 
  unkept die, when he uses a claymore. 
  Powder Magazine: A powder magazine is a pre-measured 
  container of gunpowder designed to make reloading firearms and 
  artillery both faster and easier. When a powder magazine is used 
  during the reloading process, it takes -5 fewer Actions to reload a 
  firearm and -10 fewer Actions to reload an artillery piece. A 
  powder magazine for a firearm costs 1G, while one for a piece of 
  artillery costs 5G. 
  Shield: A shield is similar to a buckler, but much larger and 
  heavier. The wielder relies on its size for protection, while a 
  buckler is moved to deflect incoming blows. Due to the size of a 
  shield, the TN to be Hit by non-firearm ranged attacks (e.g. bows 
  or crossbows) is increased by 10 when using one. If a character 
  bashes another with a shield, it inflicts 1k1 damage. 
  Stiletto: A stiletto is an assassin’s knife, easily concealable, with 
  a long, thin blade. It is considered to be a knife and requires the 
  Attack (Knife) Knack to use effectively. It causes 0k2 damage 
  and gives you +1 unkept die on your Attack roll when using it. 
  Swordcane: A swordcane is a light fencing blade hidden in a 
  cane. The sword’s grip forms the cane’s handle, and the 
  remainder of the cane forms the sheath for the sword. There is 
  usually some sort of locking mechanism to prevent the sword 
  from coming out accidentally. It takes a Wits [30] roll to notice 
  that a swordcane is not an ordinary cane. Treat the swordcane as 
  a fencing weapon when wielded, with one exception: its lack of a 
  
  PAGE 170 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  guard gives a penalty to its user of 5 to all TNs for using Parry 
  (Fencing) as an Active Defense. 
  Throwing Axe: A throwing axe is a small, one-handed axe 
  balanced for throwing. When used as a melee weapon, it inflicts 
  2k2 damage. When thrown, it has a range of 5, plus twice the 
  thrower’s Brawn, in yards, with no modifier for Short Range and 
  a -5 penalty for Long Range. 
  Throwing Knife: The Vodacce use throwing knives for a variety 
  of purposes, since they are easily concealed and quickly 
  replaced. Students of the Cappuntina school learn to hide them 
  up their sleeves, in their bodices, or even disguised as hat pins. 
  Throwing knives inflict 1k1 Damage, but they give a Free Raise 
  to the Attack roll when thrown, and the TN to Actively Defend 
  against them is increased by 5. 
  Whip: A whip is a long lash, often made of rawhide. A whip is a 
  one-handed weapon that uses the Whip Skill for attacks, and 
  inflicts 0k1 damage, but its wielder’s Action dice results are 
  considered –1 point lower when attacking, and 5 is added to the 
  wielder’s Initiative Total. A whip costs 2G. 
  Zweihander: Zweihanders are enormous swords that often stand 
  taller than their wielder. The sword is designed to allow eight 
  points of attack along its length. A zweihander is a Heavy 
  Weapon that deals 3k3 damage. However, after every attack 
  made with a zweihander, the Hero must either spend one Action 
  to reset it before it can be used to attack or parry with again, or 
  else drop the zweihander and switch to another weapon. 
  Example: Rodriguez is using a zweihander and rolls 1, 4, 6, and 
  8 for Initiative. He uses his 1 to attack. Now he can neither attack 
  with the zweihander nor use his Parry (Heavy Weapon) Knack 
  until he spends one Action to reset the zweihander, which he 
  does in Phase 4. Now he is prepared to attack once again in 
  Phase 6, and then reset his blade in Phase 8 so that it’ll be ready 
  for next Round. Instead of resetting his sword, Rodriguez could 
  drop it and draw his pistol or another weapon, but he would still 
  have to spend an action picking up the sword again before he 
  could use it once more. 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 171 
  ARMOR 
  The following standard armor is available for purchase by characters, and can be considered representative of the types of armor 
  worn by Théans, particularly in the military. See the Dracheneisen Advantage for information on Dracheneisen armor—you generally 
  can’t otherwise buy it. 
  Armor Table 
  Item 
  Covers 
  Category Protection 
  Cost 
  Buff Coat 
  Torso, Upper Legs 
  Light 
  3 
  14G 
  Leather Jerkin 
  Torso 
  Medium 
  3 
  10G 
  Leather Jack 
  Torso, Upper Arms 
  Medium 
  5 
  20G 
  Quilt Gambeson 
  Torso, Upper Arms, Lower Arms, Upper Legs 
  Light 
  5 
  1G 
  Pot Helm 
  Head 
  Light 
  2 
  8G 
  Cavalier’s Helm (Morion) 
  Head 
  Medium 
  3 
  10G 
  Leather Arm Greaves (Vambraces) 
  Lower Arms 
  Medium 
  2 
  4G 
  Steel Leg Greaves 
  Lower Legs 
  Heavy 
  3 
  20G 
  Chain Shirt 
  Torso, Upper Arms 
  Heavy 
  7 
  70G 
  Chain Hauberk and Coif 
  Head, Torso, Upper Arms, Upper Legs 
  Heavy 
  13 
  200G 
  Full Plate Mail 
  All Locations 
  Heavy 
  19 
  300G 
  Leather Breastplate with Arm Greaves and Metal Leg Greaves Torso, Lower Arms, Lower Legs 
  Heavy 
  8 
  80G 
  Steel Breastplate over Leather Buff Coat* 
  Torso, Upper Legs 
  Heavy 
  5 
  55G 
  * 
  This is technically “layering” armor. However, note that no benefit is gained to the Torso for having the Buff Coat under the Breastplate, the bonus being the 
  protection on the thighs. 
  
  PAGE 172 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  APPENDIX I: FAMILY NAMES OF THÉAH 
  While the 7th Sea Players’ Guide contains Given Names for 
  the various nations, they did not include any Family names. Not 
  everyone has a Family Name, but if you need one, here are some 
  typical names for your use. 
  Avalon 
  Abbott, Ashton, Baldwin, Benning, Blackmore, Blake, Briggs, 
  Chambers, Coghill, Collins, Crawford, Cross, Doncaster, Dorset, 
  Evans, Fairfax, Fenwick, Freemantle, Gage, Garrick, Graham, 
  Hamilton, Hardy, Hawkins, Hix, Hollister, Holmes, Hooper, 
  Jenkins, Kendall, Lane, Longford, Lovejoy, Maitland, Marshall, 
  Montgomery, Northedge, Oakes, Oglethorpe, Owens, Parsons, 
  Pethwick, Rampling, Renwick, Richmond, Ridgewell, Rose, 
  Roth, 
  Sharp, 
  Sheperd, 
  Stonehouse, 
  Thorpe, 
  Trenchard, 
  Underdown, 
  Wakefield, 
  Walker, 
  Wedgewood, 
  Whitelock, 
  Wickham, Wickwire, Windebank, Wyndham 
  Highland Marches 
  Atkinson, Baird, Ballantyne, Blacklock, Blackwood, Boswell, 
  Buchanen, 
  Byrne, 
  Calderwood, 
  Campbell, 
  Carmichael, 
  Dalrymple, Douglas, Dunbar, Fergusson, Galbraith, Gallaway, 
  Gordon, Hawksmoor, Kennaway, Kilgour, Kinloch, Kirkwood, 
  Lockhart, MacArthur, MacConagall, MacDonald, MacIntyre, 
  MacKenzie, MacIver, MacLeod, MacManus, MacLochland, 
  McShane, Raeburn, Stewart, Tarbert, Turnbull, Watson 
  Inismore 
  Bagwell, Blackwell, Beresford, Brooke, Callahan, Conway, 
  Connolly, Devlin, Donnelly, Doyle, Drennan, Edgeworth, 
  Fitzgerald, Fitzpatrick, Flanagan, Gray, Greene, Griffith, 
  Guinness, Haverty, Hennessy, Kavanagh, Kelly, Lawless, 
  MacBride, MacDonnell, MacKenna, Mahoney, McCracken, 
  Morgan, O’Brian, O’ Daley, O’Donovan, O’Faolain, O’Neill, 
  Parnell, Preston, Quinn, Redmond, Russell, Ryan, Shea, Stokes, 
  Sullivan, Waddell, Wolfe 
  Castille 
  Acevedo, Acosta, Aguavo, Aguerre, Amador, Arevalo, Avalos, 
  Ballesteros, Baroja, Barillas, Berrugueto, Cabanas, Cabezon, 
  Cabrera, Chamoro, Chavez, Delezon, de Laguila, Dellcastille, 
  Delgadillo, Ellacuria, Espejo, Espinosa, Estanoz, Ferran, 
  Figueres, Fuentes, Galvez, Garralda, Garrido, Guerrero, Hedilla, 
  Huert, Juantorena, Malgosa, Mallarino, Mariano, Montalva, 
  Montilla, Montoya, Murillo, Obaldia, Palma, Pareja, Perez, 
  Quadros, Quevedo, Quintero, Rodriguez, Salegio, Sandova, 
  Santander, Santiago, Santoyo, Serrano, Sosos, Tejed, Torralva, 
  Urizar, Valadez, Vasquez, Ventura, Zarapata, Zapeta, Zarzosa 
  Eisen 
  Aueswald, Arndt, Amann, Ackenheil, Angermann, Baumann, 
  Behle, Berendt, Braun, Breitmaier, Brehme, Carlberg, Cramer, 
  Disl, Dotzauer, Dohrmann, Dorner, Eisler, Eminger, Eckhardt, 
  Englemann, Frielinghaus, Fromater, Falke, Fauser, Floetgen, 
  Grutzner, 
  Gehring, 
  Glockauer, 
  Hauser, 
  Heiss, 
  Hilger, 
  Immesberger, Jaeger, Janicke, Jungen, Koeppers, Kovasch, 
  Koch, Kroening, Leucht, Losch, Leonhard, Mueller, Muehlegg, 
  Mautner, Ortlieb, Oldenburg, Osterwald, Pfeiffer, Pechstein, 
  Pahl, Reinecke, Reggenhard, Reinisch, Rossbach, Reinshagen, 
  Reinfrank, Schelling, Schneider, Stoeckl, Stadloben, Schlager, 
  Sontheimer, Streppelhoff, Theissen, Thayer, Troger, Tanneberger, 
  Ulrich, Urselmann, Uecker, Vogt, Velsinger, Viefers, Warnicke, 
  Wehling, Winterhagen, Wehmeyer, Zielecke, Zweig 
  Montaigne 
  Allamand, Berruyer, Bourgoin, Campan, Chameroi, Chatillon, 
  Cuizot, d’Aiguillon, d’Araujo, d’Esternau, Delaunay, Dupaul, 
  Duveyrier, Fargeon, Foncier, Fourcroy, Gabelle, Garat, Hubert, 
  Hauranne, Jodard, Jalabert, LaBelle, LaChapelle, Lavanchy, 
  LeBrun, Legout, Lamolle, LaFramboise, Marbot, Moniotte, 
  Montchanu, Marquette, Maillaret, Monvel, Navarre, Pecheur, 
  Pelletan, Poudrier, Pichot, Quelen, Raucourt, Rollier, Rolland, 
  Savary, Survilliers, Sarnin, Tailleur, Tallien, Toutain, Verlaine, 
  Vernet, Villele, Yverneau 
  Ussura 
  Afanasyev, Aksinin, Baladin, Belyayev, Chernetsky, Chenchik, 
  Dmitriev, Donskoi, Emirzyan, Egorova, Fyoderov, Filatov, 
  Granovsky, Gela, Gusakov, Ignatiev, Ivanov, Ilya, Krylova, 
  Konov, Konov, Kojevnikova, Loginova, Lomonosov, Muratova, 
  Mait, 
  Mororov, 
  Neuzora, 
  Nevsky, 
  Notkin, 
  Ogurisova, 
  Orenkhova, Otar, Pakhomova, Prokasheva, Pantelei, Potashov, 
  Rudenko, Ryzhkov, Ruslana, Seredina, Simonov, Shelyukin, 
  Solovi, Stasys, Torshin, Tkachenko, Terekhov, Tyurin, Ulanov, 
  Uzunova, Urmanov, Vasilijus, Vascha, Vadim, Yakunin, Yuris, 
  Zorin, Zulfiya, Zonoviev 
  Vendel/Vesten 
  Alsagaard, Andreasssen, Barhaugen, Brusveen, Colbjornsen, 
  Dybendahl, Engen, Farstad, Gjelten, Gravdal, Hattestad, 
  Hovgaard, Hvammen, Jorgenson, Kjerulf, Knusten, Konningen, 
  Lundberg, Maartmann, Njos, Nordskog, Odegard, Olrik, 
  Peerson, Rolvaag, Rynning, Sivertsen, Skeldal, Solberg, 
  Stensrud, Stokken, Thomassen, Thorsen, Ulvang, Undset, Vik, 
  Vinjarengen, Waerhaug 
  Vodacce 
  Agnelli, Alferi, Aretino, Badoglio, Bellotto, Boccioni, 
  Cavazza, 
  Cero, 
  Casillo, 
  Dellisanti, 
  d’Arezzo, 
  Dulano, 
  Errichiello, Fellini, Fantoni, Fattori, Giordano, Giovanelli, Giotti, 
  Larini, Lufrano, Lucibello, Mengoni, Mennea, Montorsi, 
  Nizzola, Nencini, Paruzzi, Pirelli, Pollio, Pazzaglia, Rallo, 
  Riccio, Rigamonti, Ramazzotti, Rispoli, Segni, Sibani, Scali, 
  Scoppa, Tognazzi, Tonani, Tomba, Teocoli, Tomba, Ucelli, 
  Velasca, Vettori, Vitelli, Zarrilli, Zoggeler, Zurita 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 173 
  APPENDIX II: GLOSSARY 
  Action: A single act taken by a character during a Phase. A Hero 
  may make a number of Actions per Round equal to his Panache. 
  Action Dice: Dice that represent a Hero’s Actions during a 
  Round. Each die’s facing tells the Hero in which Phase he has an 
  Action. 
  Active Defense: An action that gets a Hero out of the way of a 
  successful attack (therefore, rolled after the attack has been 
  proven successful). A Hero’s Active Defense is Wits+Defense 
  Knack; the TN for the Active Defense is his opponent’s Attack 
  roll. 
  Arcana: A term referring to the twenty-two Greater Cards in the 
  Vodacce Sorte deck; also a Hubris or Virtue available to Heroes 
  at the beginning of the game: a kind of “heroic halo” that hangs 
  above the Hero’s head that only Fate Witches can see. 
  Background: Unresolved stories in a Hero’s past that come back 
  to haunt him every once in a while. 
  Brawn: The Trait that determines a character’s strength; used for 
  rolling damage and resisting the effects of Wounds. 
  Character: A list of words and numbers that represents a 
  persona. There are five kinds of characters: Heroes, Villains, 
  Henchmen, Brutes and Non-Player Characters. 
  Contested roll: An action that a character takes against an 
  opponent who is actively resisting that action. 
  Defense Knack: Knacks that protect a Hero from getting hit by 
  opponents. 
  Dramatic Wound: A serious injury that results in a failed 
  Wound Check. 
  Finesse: A Trait that measures a character’s physical 
  coordination; used for striking opponents. 
  Flesh Wound: An inconsequential injury. Whenever a Hero 
  takes a Flesh Wound, he makes a Wound Check (using Brawn) 
  against his total number of Flesh Wounds. 
  Free Raise: When a character adds 5 to the result of a roll. This 
  is a normally a bonus. 
  Game Master (GM): The player who runs the game. He doesn’t 
  play a particular character, but instead plays all the characters the 
  other players will encounter in Théah. 
  Knacks: Knowledge and abilities gained from the study of a 
  Skill. 
  Non-Player Character (NPC): This is a character whose part is 
  played by the Game Master, not one of the other players. 
  Panache: A Trait that determines a character’s style; at the 
  beginning of a Round, a Hero rolls a number of Action Dice 
  equal to his Panache. 
  Passive Defense: Based on a Defense Knack, the TN an 
  opponent needs to roll in order to successfully strike a character. 
  The formula for determining Passive Defense is 5+(Defense 
  Knack × 5). 
  Perception Check: The GM will call for a Perception Check 
  whenever he wants to see if your Heroes spot something that 
  isn’t readily visible, such as a hidden catch, a far-off ship, or a 
  dust-obscured hieroglyph. A Perception Check is a straight Wits 
  roll, only adding dice for Advantages such as Keen Senses which 
  specifically add to Perception Checks. 
  Phase: One-tenth of a Round. 
  Raise: When a TN is assigned by the GM, a player may chose to 
  Raise the TN in increments of 5. For every 5 points a player 
  raises the TN, the quality of his success increases. 
  Rank: A number, usually between one and five, that represents a 
  Trait or Knack. The higher the Rank, the stronger the Trait or 
  Knack. 
  Reputation: A character’s fame (or infamy) measured from -30 
  to 100. For each 10 Reputation Points (positive or negative), the 
  character has one Reputation Die, usable in Reputation Actions. 
  Resolve: A Trait that determines a Hero’s intestinal fortitude; a 
  Hero may take a number of Dramatic Wounds equal to his 
  Resolve before he is Crippled and twice his Resolve before he is 
  Knocked Out. 
  Roll: A number of dice rolled to determine the success or failure 
  of an action. 
  Roll and Keep: When a Hero takes an action, the player rolls a 
  number of dice. Throughout the rule book, the total is always 
  listed with this formula: A+B. A is the number of dice he can 
  roll, and B is the number of dice he can keep (usually the 
  highest). 
  Rounds: A value of time. Each round is approximately 10 
  seconds long, but can be longer or shorter as the GM sees fit. A 
  Round is divided into 10 Phases. 
  Simple roll: An action in which the outcome is based solely on 
  the skill and ability of the Hero. 
  Skill: A word that describes knowledge the character has 
  learned. All Skills are accompanied by Knacks, which are “sub-
  skills” or “specialties.” Skills do not have Ranks, but Knacks do. 
  Trait: A word that defines a physical or mental aspect of a 
  character. Each Trait is listed with a Rank; the higher the Rank, 
  the stronger the Trait. The five Traits are: Brawn, Finesse, 
  Resolve, Wits and Panache. 
  Target Number (TN): A number assigned by the GM when a 
  Hero declares an action. The higher the TN, the more difficult 
  the action. 
  Wits: A Trait that determines how quickly a Hero can think on 
  his feet; used for Active Defense rolls and rolls involving 
  intelligence and memory. 
  Wound Check: Whenever a Hero receives new Flesh Wounds, 
  he must make a Wound Check: rolling his Brawn against a TN 
  equal to his total Flesh Wounds. 
  Published References 
  The following abbreviations are used within this compendium 
  to refer to published sources. Page numbers appear after the 
  abbreviation in the format Abbr:Pg, where Abbr is the 
  abbreviation and Pg is the page reference to the most recent 
  printing. 
  7GC 7th Sea Game Masters’ Compendium 
  7PC 
  7th Sea Players’ Compendium (this document) 
  AH 
  Arrow of Heaven: Adventure (Erebus Cross III) 
  AV 
  Avalon: Sourcebook 
  CM 
  7th Sea Compendium 
  CN# Crow’s Nest: Magazine (Issue #) 
  CA 
  Castille: Sourcebook 
  DK 
  Die Kreuzritter: Sourcebook 
  EI 
  Eisen: Sourcebook 
  FRC Freiburg: City Sourcebook (from the Boxed Set) 
  FRS 
  Freiburg: Sights Sourcebook (from the Boxed Set) 
  GM 
  Game Masters’ Guide: Rulebook (First/Second Printing) 
  IC 
  The Invisible College: Sourcebook 
  LF 
  The Lady’s Favor: Adventure (Erebus Cross I) 
  
  PAGE 174 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  LV 
  Los Vagos: Sourcebook 
  MN 
  Montaigne: Sourcebook 
  PG 
  Players’ Guide: Rulebook (First/Second Printing) 
  PN 
  The Pirate Nations: Sourcebook 
  RC 
  Knights of the Rose & Cross: Sourcebook 
  RL 
  Rilasciare: Sourcebook 
  SD 
  Sophia’s Daughters: Sourcebook 
  SF 
  Scoundrel’s Folly: Adventure (Erebus Cross II) 
  US 
  Ussura: Sourcebook 
  VE 
  Vendel: Sourcebook 
  VK 
  Villain’s Kit 
  VO 
  Vodacce: Sourcebook 
  WB 
  Waves of Blood: Sourcebook 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 175 
  APPENDIX III: THÉAN PRONUNCIATION GUIDE 
  The following pronunciation guides are not meant to be 
  complete; they are only quick guides to give you an idea how to 
  pronounce 
  personal 
  and 
  place 
  names. 
  More 
  complete 
  pronunciation guides are provided in the Nation Sourcebooks. 
  Avalon 
  Before the Montaigne invasion, Cymru (kim-ree) was Avalon’s 
  native tongue, and it forms the basis for the modern Avalon 
  tongue. Much of Avalon’s geography has names that look 
  confusing, but once you understand the language, they are easy 
  to pronounce. 
  Vowels 
  Cymru vowels are always long and stress is always placed in 
  the next-to-last syllable. 
  w: is a vowel, pronounced “oo” as in “food” 
  Consonants 
  c: is always hard, as in “cat” 
  dd: is an aspirated “th” 
  f: pronounced “v” 
  ff: pronounced “1” 
  ll: is a sound unique to Avalon. Put your tongue between your 
  teeth, blow softly and make the “l” sound. 
  Castille 
  A quick note: The word “Castille” (kas-teel) is the foreign 
  pronunciation 
  for 
  “Castillo” 
  (kas-TEE-yo) 
  or 
  “Castle.” 
  Castillians 
  don’t 
  appreciate 
  their 
  nation’s 
  name 
  being 
  mispronounced. 
  Vowels 
  a: “ah” as in father 
  e: “ay” as in café 
  i: “ee” as in need 
  o: “oh” as in piano 
  u: “00” as in June 
  Consonants 
  b/v: the Castillian b and v are almost identical, as if slurring 
  them together 
  j: “y”, as in “yam” and “yonder” 
  ll: “ya” as in “million” 
  ñ: a combination of n and y as in “canyon” 
  rr: the “trilled r” or “rolling r” 
  x: “ch”, as in the Highlands “loch” 
  Eisen 
  Vowels 
  ä or ae: Shape your mouth like you’re going to say “ee”, and say 
  “ay” 
  ö or oe: Shape your mouth like you’re going to say “oh”, and say 
  “ee” 
  ü or ue: Shape your mouth like you’re going to say “00”, and say 
  “ee” 
  ie: pronounced “ee” ei: pronounced “eye” 
  au: pronounced “ow” 
  aü: pronounced “oy” 
  eu: also pronounced “oy” 
  Consonants 
  v: pronounced “f” 
  w: pronounced “v” 
  s: pronounced “z” 
  ss (also written β): pronounced “s” 
  z: pronounced “ts” 
  Montaigne 
  Montaigne is a complicated language; there are more 
  exceptions than rules. What follows is a very rough guide to 
  speaking Montaigne. 
  Vowels 
  Montaigne’s vowels are similar to Castille’s, except: 
  u: as the Eisen “ü” 
  ou: as in “bush” 
  oi: pronounced “oh-ah” 
  eau: pronounced “oh” 
  ai: as in “paid” 
  er or et: pronounced “eh” 
  Consonants 
  The consonants d, n, p, r, s, t, and x are usually silent at the end 
  of a word. 
  r: rolled, like a Highland “r” 
  g: when followed by a, o, or u, as in “garden”; when followed by 
  e or i, as the second “g” in “language” 
  gn: as the Castille ñ 
  ch: pronounced “sh” 
  h: silent at the beginning of a word 
  Ussura 
  Ussuran has its own alphabet, unlike the one used by the rest of 
  Théah. The Ussuran names in these books have been 
  transliterated into the familiar alphabet, and so are pronounced 
  more or less as spelled. No foreigner can speak Ussuran like a 
  native, anyway. 
  Vendel/Vestenmannavnjar 
  Vowels 
  a: as in “awe” 
  á: as in “father” 
  ä: as in “bar” 
  å: as in “call” 
  e: as in “gin” 
  é: as in “day” 
  i: as in “is” 
  o: as in “boat” 
  ö: as in “not” 
  ø: as in “earl” 
  u: as in “foot” 
  ü: as in “boot” 
  y: as in “fruit” 
  
  PAGE 176 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  Consonants 
  c/k: as in “bank” 
  g: as in “give” 
  j: as in “year” 
  r: as in “trilled” 
  Vodacce 
  Vowels 
  a: as in “far” 
  e: as in “fate” 
  i: as in “machine” 
  o: as in “store” 
  u: as in “spoon” 
  Consonants 
  c: (before a, o, u and consonants, including h) as in “cat”; (before 
  e or i) as in “champ” 
  g: (before a, o, u and consonants, including h but not including 1 
  and n) as in “gap”; (before e or i) as in “gem” 
  gli: as in “billion” 
  gn: as in onion 
  h: always silent 
  q: (always followed with u) as in quick 
  r: rolled like the Highlands r 
  s: as in “rose”, also when followed by b, d, g, 1, m, n, r, v; at the 
  beginning of a word or when doubled is unvoiced as in “sap” 
  sc: before e or i as in “shot”; before a, o and u as in “skate” 
  z: as in “treads” 
  Pirate Nations 
  This is the “Pirate Voice” made famous by Robert Newton in 
  the 1950 movie adaptation of Treasure Island. He built this 
  accent using old Welsh dialects. 
  The Crying Baby “A” 
  The sound found in “blather” and “ran” is also used in words 
  like “father” and “water.” 
  Short “E” 
  “E” is always short, as in “get” and “set.” 
  The Popeye “I” 
  The Pirate “I” is like the Australian “I”. When Popeye says “Oi 
  yam what Oi yam”, he’s speaking Pirate. 
  The Canadian “O” 
  The “0” sound found in Canada is the sound we’re looking for. 
  It’s a combination of “ow” and “00,” as in “out and about.” 
  The Monkey “U” 
  The Pirate “U” is short and clipped and almost an “00” sound. 
  Make an “oo” sound while saying “nuptial” or “cup” and you’ll 
  have it. 
  The Hard Pirate “R” 
  This is the sound everybody’s familiar with. “Ahr!” 
  Inversion 
  Here’s a technique for players who’ve mastered the sounds. 
  Modern English puts its nouns in front of its verbs: “I do,” “he 
  does,” etc. If you really want to master Pirate-ese, put your verbs 
  in front of your nouns. The best way to learn this technique is to 
  listen to Yoda. “Wise you must be,” “Great is Vader,” and “To 
  Obi-Wan do you listen!” 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 177 
  APPENDIX IV: NOTES FROM THE FIELD 
  One of the major contributors to the 7th Sea Mailing List has 
  posted these notes, which new (or experienced) players may find 
  useful. While they are not comprehensive, in that they don’t 
  describe all of the different options available in the game, these 
  notes may prove useful for players of certain Swordsman 
  Schools, or anyone using the different Swordsman Knacks. 
  Swordsman Schools 
  Aldana 
  Simply put, Aldana focuses on perfection of form and 
  technique. It is proof that you can become a great fighter by 
  focusing on mechanics. This much practice gives you a great 
  deal of control over when you go, and the rest of the fight. The 
  song is what drives you, carries you through the fight, but the 
  song can adapt as needed. Good swordsmen not only have 
  multiple songs, they can also learn new ones and change the old. 
  This, combined with a focus on perfection, lead to the “trance” 
  this school is famous for. The advantage mechanical perfection 
  gives you essentially turns into a pool of extra Drama Dice each 
  round. Use these freely. 
  Excellence on defense, excellence on rhythm, and excellence 
  on attack make for a wonderful combination. Tag your opponent 
  a few times, put in a Feint if you have the opening or your 
  opponent likes to Parry (using those nice extra Drama Dice to 
  help hit), and Riposte if they attack you. Hold at least one action 
  at all times, more if you want, to take advantage of Riposte’s 
  power. Save up those Tagging Dice, and hit hard, using any 
  unspent Focus Dice, with your last action. Some schools will 
  Parry better than you do, some will Attack better, but none have 
  the balance you do. 
  Compatibility 
  Well learned technique carries over everywhere, and the song 
  can be adapted to meet a variety of influences. You can use what 
  you learned from Aldana any time you use a rapier, and the focus 
  on just about any fight. After all, it’s just a matter of closing out 
  the rest of the world. The rest may not translate as well to heavy 
  weapons, though. It’s possible to integrate Aldana’s style of 
  movement with heavy weapons, polearms, or hand to hand 
  combat, but it may be difficult. 
  Cappuntina 
  This “school” has one purpose and one purpose only: to put as 
  many pieces of flying steel between you and your attacker as 
  possible in the shortest amount of time. Hide a number of knives 
  about your person in easily accessible places. Then, by turning 
  the action of drawing into the beginning of the throw, speed is 
  increased to incredible degrees. With enough practice a student 
  of this school even gets to the point that conscious effort is not 
  needed to aim; the eyes identify the target and the hand takes 
  care of directing the knife’s flight. 
  Because of the nature of throwing knives, however, and since 
  most of the students are ladies unprepared for a drawn out fight, 
  the school is rarely lethal. Instead, the goal is to slow your 
  opponent down by Pinning clothing to whatever is convenient. If 
  other people or objects are between you and your target, make 
  the opening. Why bother throwing knives at a target when you 
  can bounce the knife off three walls before hitting your target? 
  Or add some distance to your throw, and surprise the heck out of 
  your target, by throwing in a high Arc which comes down 
  directly on their head.  
  Regardless, remember your goal; throw as many knives as you 
  need to incapacitate your opponent as quickly as possible, and 
  then maybe one more while they’re immobilized just to teach the 
  fool not to mess with you. 
  Compatibility 
  The nice thing about this school is that it focuses specifically 
  on one particular act: throwing knives. Usually this means 
  throwing knives, but (especially with the system’s easy-going 
  weapon classification system) a parrying dagger works just as 
  well. Of course, a throwing knife can also be used to parry… 
  As a result, this school can be used any time you have a knife 
  on your person. The necessity of throwing the knife may affect 
  how you fight afterwards, but that shouldn’t be a problem. What 
  student of Cappuntina would carry only one knife? 
  Finnegan 
  Not just the world’s greatest boxing school, but the world’s 
  greatest drunken boxing school! Once again the Inish have 
  surpassed us all. This school is, quite simply, designed to make a 
  boxer who hits very hard, takes a lot of punishment, and likes a 
  good drink. A series of little tricks and proper form help the 
  Finnegan student hit very hard, and years of practice getting hit 
  by these people as a learning method helps condition him to take 
  beatings that would wipe out most people without dropping their 
  beer. As for the drinking, there are certain ways people sway and 
  stagger when they’ve had a few to drink. Most people don’t 
  expect such seemingly random movement to turn into a sudden, 
  vicious attack, meaning you can use it to your advantage. 
  Sadly, most people in this civilized age feel the need to go into 
  a fight fully armed. There exists a simple solution to this: disarm 
  them. Wait for them to attack, duck under, bob forward, and twist 
  the weapon from their grasp. Then knock them to the ground and 
  kick them a few times while they’re getting up. Hit them very 
  hard. Sink in an uppercut or a few jabs, grapple them, and quietly 
  pound them into submission while they’re trying to deal with 
  your bear hug. If they wiggle free, don’t worry. Just duck under 
  their attacks and cut loose. 
  Compatibility 
  The nice thing about Finnegan is that its teachings are 
  universally useful. Granted, you may not be throwing many 
  punches while using a sword, but the toughening training still 
  applies no matter what you’re using. And the ability to use 
  drunkenness to your advantage can, with just a little practice, be 
  applied to weapons as well. But any time you take a swing at 
  someone, no matter what other teachings you use, your Finnegan 
  training will help you. 
  MacDonald 
  Accuracy is for puny fighters who barely use swords bigger 
  than their…pinkies. A good fighter, one properly trained in the 
  highlands, knows that the way to win a fight is to swing as hard 
  as you can as often as you can. After all, it’s not at all hard to hit 
  a man-sized object with a 4-foot long sword (at least, at the 
  smaller end of things). So don’t worry ‘bout that “honorable” 
  stuff those weak “fencers” use. The way to show your opponent 
  honor in a fight is cut him down quickly and drink a pint (or 
  several pints) to his memory. Hit fast, hit hard, and don’t worry 
  about “aim” and “delicacy”. 
  
  PAGE 178 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  This school is a simple one; light on the strategy. All the 
  techniques are based around inflicting extra damage (5k3 by 
  Master), or swapping dice for more damage. The knacks 
  combine nicely to a similar end. While it seems mildly 
  incomprehensible to hold a 4-foot sword in such a way as to hit 
  with the pommel, you can do exactly that. The combo of 
  Pommel Strike/Lunge is a beautiful one; especially with a 5k3 
  blade. Likewise, Pommel Strike/Beat against people who like to 
  parry or use Riposte. Granted this means you need to be able to 
  hit with the Pommel Strike, but still… 
  The Journeyman technique raises some interesting questions: 
  on a Pommel Strike/Lunge combination: is it better to call lots of 
  raises for damage, or to sacrifice attack dice for damage dice, 
  and make fewer raises? Well, adding 1k0 to a roll results in 
  slightly less than +5 on average. You’re basically making the 
  trade for certainty rather than chance. Besides; assuming you roll 
  9k4 at this point, you can safely hit 25 with only 4k4. This gives 
  you 4 raises, 2 dice from Lunge, and 5 from the technique for 
  (assuming Master here) 10k9 before adding Brawn. And you can 
  do that as often as you like… 
  Compatibility 
  Spiritually, this has a bit of trouble with some of the other 
  heavy weapon schools. It’s much faster and more chaotic than 
  Leegstra, and lacks the structured, methodical style of 
  Eisenfaust. But beyond those small philosophical difficulties it 
  could work. Mechanically (referring to both game and real life) 
  this school works almost perfectly with Leegstra, but why you 
  need more damage I don’t know. Except for stacking the Master 
  abilities, it’s almost not worth it. And Eisenfaust is about waiting 
  for opportunities; once those arise, there’s no reason you can’t hit 
  such to make a Highlander proud! 
  Rogers 
  The widely acknowledged Pirate School, Rogers isn’t so much 
  about excellent fighting as it is about tricks. Coordination comes 
  with time and practice, but that’s mainly a bonus. This style, 
  though, is mainly useful on ships (and similar surfaces like 
  moving carriages). Unlike most schools, this uses Bind 
  (Fencing), which means the only weapon will be tied up. 
  Fortunately it has Corps-a-corps and various pirate tricks 
  involving off-hand weapons to fill those holes. 
  The key to this school is to carefully pick pirate tricks that 
  compliment your techniques and abilities; this makes up for 
  otherwise weak techniques. For instance, “use Balance instead of 
  Parry” is, by itself, completely useless. But combined with tricks 
  that give you extra dice on Balance rolls, it becomes more useful. 
  Of course, you also become susceptible to tricks which give your 
  opponents bonuses against people using balance, so beware. 
  Decide how you want to fight, and where, and pick the right 
  tricks. Then bind your opponent, and smash them silly before 
  they get free. 
  Compatibility 
  These techniques are mainly designed to be used under specific 
  circumstances (on ship, swinging down, attacking with a beer 
  mug, etc.), but as long as you meet those conditions, you should 
  be able to use the techniques and tricks at any time. And, of 
  course, fear effects are pretty constant. The bigger issue is that 
  most pirates probably won’t learn a more formal school, and 
  most “landlocked” swordsmen wouldn’t stoop to learning a 
  school that’s so undignified. Most swordsmen. Usually. 
  Soldano 
  A good example of Soldano can be seen in movie “The Mask 
  of Zorro” when Zorro takes on a barracks full of soldiers. The 
  Soldano master does not stand still for long, rather he is 
  everywhere at once, cutting, lunging, dodging, and then stepping 
  away and getting ready for the next round. This is not a school 
  which, like Leegstra or Eisenfaust, spends its time sitting around 
  and waiting. And this is where it gets its power. 
  Quite frequently, a mediocre fighter can overwhelm a superior 
  one through sheer wildness. Of course, it’s quite likely s/he’ll get 
  a sword through the ribs for the attempt, but it will be one of 
  those cases where both fighters fall. Beyond that, while most 
  fighters know how to deal with one sword or even a sword and 
  short dagger, very few are used to dealing with two full length 
  killing swords. Soldano teaches such a rush of energy, such a 
  flurry and onslaught that even very competent swordsmen 
  frequently don’t know how to deal with it. If a group attacks you, 
  go into a Whirl, cutting and thrusting and dodging at all angles, 
  and watch them all fall (in game play, one Soldano Journeyman 
  was taking out entire Brute squads in one action. By Master he 
  was calling extra raises just to make life interesting.) Of course, 
  if someone does rush you like this, they leave little openings 
  because they’re not being careful and clean in technique. Beware 
  these little holes. 
  By Master in this school you’ll have a whole pile of Drama 
  Dice. Whatever you normally start with and whatever you earn, 
  you start each fight with 3 extra Drama Dice. Plus, if you’re 
  going against a Villain, you’ll start stealing his in large amounts. 
  If they attack you, use Double Parry. Use Tagging a couple of 
  times a round. With at least one action a round, attack; call 
  Raises for damage; then hit, spending a couple of these Drama 
  Dice if you need to; then, especially if you rolled lots of damage 
  or he hasn’t taken any Dramatic Wounds yet, spend more Drama 
  Dice to reduce the threshold for extra Dramatic Wounds. At 
  worst you’ll force your opponent to spend dice on the wound 
  check; at best you’ll do enough damage to cripple the bastard in 
  one shot. 
  Compatibility 
  Whirl is almost impossible to do with only one sword, as is 
  Double Parry. A kind and generous GM might, (that’s a “big” 
  might) let you replicate the effects with a knife or improvised 
  weapon. But it would still be difficult. Barring weapon-specific 
  issues, there aren’t any Swordsman Knacks that wouldn’t 
  integrate nicely into the school. It is easy to picture someone of 
  this school using one sword to Bind and the other to Attack, or 
  Riposting into a Lunge, or Disarming his opponent and then 
  making the Intimidation check. 
  As for other schools, this style would fit with any school that 
  isn’t specifically calm and calculating. Any of the one-sword 
  styles could be done with a second sword in hand, allowing you 
  to blend them with this. Basically, the Soldano philosophy is to 
  overwhelm the opponent with sheer aggression, convincing them 
  they are about to die. Very few schools would have a problem 
  with this. The apprentice and journeyman technique would 
  probably only apply when you are able to fight with this kind of 
  wild abandon, but the master technique should really kick in 
  whenever you go through a whole group of people. 
  Villanova 
  Quite possibly the sneakiest school yet known to Théah, this 
  school relies more on outsmarting and tricking your opponent 
  than out-fighting them. This style will frequently be used at very 
  close range, probably even with your blade in contact with your 
  opponent’s. This allows you to clearly communicate your 
  invitations, and to stop-thrust with a quick extension as soon as 
  you feel movement. Use Repartee Actions, use Feints and Stop-
  Thrust, use whatever you need. Convince your opponent the time 
  is right to attack, then hit him. If you scare your opponent 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 179 
  enough that he refuses to attack, hit him in such a way that he 
  can’t parry. 
  More so than with most schools, it’s a good idea to hold actions 
  when using this style. Double Parry or Riposte can be used off an 
  interrupt action if needed, but Stop-Thrust can only work with 
  held or current actions. While Stop-Thrust is a very powerful 
  knack, it only works at full effectiveness if you inflict a dramatic 
  wound. Therefore, it’s usually wise to hold off on using it until 
  you’ve already landed an attack or two. Until then, use Double 
  Parry. Don’t worry about conserving those Drama Dice, though; 
  spend them freely on Feints and Stop-Thrust; spending them on 
  Stop-Thrust means you can call raises, inflicting more damage, 
  and, hopefully, stopping their attack. 
  At Master level, lower your phase whenever you’ve got a Held 
  Action (and aren’t facing huge numbers of opponents), and lower 
  it all the way. 5 Free Raises make it very likely you’ll get those 
  Dramatic Wounds, especially if you’ve hit them before. 
  A word on fencing grip rings: the “Vodacce-style rapier” 
  allows greater power and control with the sword, because you 
  can use more finger strength on the blade, rather than just agility. 
  A Disarm does twist the fingers painfully, but there are still many 
  reasons to use this style, even beyond Vodacce (although the 
  Montaigne would probably avoid something so unfashionable, 
  and the Castillians actually designed a more comfortable version 
  of the ring). 
  Compatibility 
  Villanova is a very opportunistic school. As such, it combines 
  very well with any other rapier school (and, with some effort, 
  you could probably learn similar abilities with polearms or heavy 
  weapons), because you can use the other style as normal and 
  then, when the opportunity arises, strike to make Giovanni 
  proud! 
  Going the other way, most any other school’s philosophy is 
  compatible with this one. One can be a perfectionist and 
  sneaky/dirty at the same time; one can taunt one’s opponent; one 
  can be calm and orderly or wild and energetic. Any other 
  attitude, except for “fair and honorable above all” works well 
  with sneaky, dirty fencing like this. 
  Swordsman Knacks 
  Keep these in mind when looking at how to use your school 
  appropriately. You can get a lot of power out of a school just by 
  combining 
  the 
  knacks 
  properly. 
  And 
  by 
  combining 
  complimentary sets of knacks from two or more different 
  schools, you almost don’t even need techniques. Sometimes the 
  most obvious uses or combinations are the best, but the ones no 
  one was expecting can win you a fight (and make everyone at the 
  table go “Oooo…Cool!”). 
  Arc 
  No matter how much they look like a straight line, every 
  projectile moves in a curve. Faster ones make a closer 
  approximation of straightness, but even the fastest bullet has a bit 
  of a curve in its path. As you improve your skill in this Knack, 
  you learn to control this. It may seem like you’re aiming above 
  your target’s head, but when the bullet eventually comes down, it 
  comes down in the right place. 
  Attack 
  There are a very limited number of ways to attack; either you 
  extend the point straight out through your opponent, or you cut 
  down with a sharp edge and sever. Within that, though, there are 
  many tricks you can use. As you gain skill in attacking, you learn 
  how to go around, or through, Parries, how to convince your 
  opponent to guard high when you attack low, and how to control 
  tempo and distance enough to drive your point home. At Rank 1 
  you can hit your basic target. By Rank 3 you can go around 
  simple Parries with ease, and by Rank 4 you can aim for specific 
  freckles at will. At Rank 5 you’re hitting before your opponent is 
  fully aware that you even moved. 
  Beat 
  There are two types of Beats; hard and light. The light Beat, 
  ironically enough, is covered under Feint; this Knack deals with 
  heavy Beats. The idea behind a heavy Beat is to hit their sword 
  with enough force to leave their sword in a useless position, at 
  least for the fraction of a second it’ll take you to hit them. The 
  trick to doing a Beat properly is to keep the motion in your hand 
  so that it’s fast enough and subtle enough to hit and to not leave 
  you very far open in case you miss. 
  Bind 
  While a good bind will leave your opponent with a useless 
  weapon for the rest of the fight, its main purpose is to make an 
  opening into which you can attack. When using a Panzerhand or 
  your bare hands, the goal is to get a good grip on the weapon (or 
  its handle or their hand) and hold on tight. When using a buckler, 
  dagger, or sword to bind, it’s more a matter of pushing the blade 
  into a position from which it can not be easily withdrawn. 
  Usually, if you calm down and look at this situation, it’s easy to 
  escape from a Bind. So don’t give your opponent time to think. 
  Putting your opponent in a Bind forces him to spend actions 
  getting free. Let him. Spend an action or two to strengthen if you 
  wish, but concentrate instead on pounding him while he’s bound. 
  Bob-n-Weave/Side-step 
  These two are essentially the same Knack; the difference 
  comes down to flavor. Bob-n-Weave is more a boxing thing; 
  when they punch, duck under it (Bob) and come up to the side 
  (Weave). Or just step to the side and forward or back as needed 
  (Side-step). Either leaves you in a more advantageous position 
  while your opponent is still recovering from their attack, 
  allowing you to attack sooner. If you’re good enough at either of 
  these, or you go to a fun school like Torres, this can give you a 
  large number of actions which are suddenly current. And, since 
  they just spent an action, your opponent probably won’t be ready 
  to parry all of them. So Side-step and then unload on the fool. 
  Probably deserves it anyway for missing. 
  Corps-a-corps 
  The most traditional form of this attack is a good old fashioned 
  shoulder check. But there’s no reason you can’t do it with a good 
  punch to the chin or a kick to other portions of the anatomy, for 
  that matter. Regardless, you will leave your opponent in a little 
  bit of pain and laid out nicely on the ground. Might it be 
  suggested that now would be a wonderful time to attack as hard 
  as possible? The main trick behind this knack is getting close 
  enough to hit without being stabbed. But that shouldn’t be too 
  hard. 
  Disarm 
  There are a number of ways to Disarm your opponent. You can 
  grab the weapon and pull it out of their hand, you can apply 
  enough force to the blade to send it flying (a good Beat will do 
  the trick, in fact), or you can apply leverage in just the right way 
  that the sword pops out of the grip. One of the best ways of 
  doing this is to start a big circle at the tip of your opponent’s 
  blade which becomes a much smaller circle as you reach the 
  
  PAGE 180 
  PLAYERS’ COMPENDIUM 
  7TH SEA 
  handle. Pick whichever way works best for your weapon, and 
  send the blade flying. This typically works best when your 
  opponent has just missed you, as they’ll be at full extension and 
  your sword will be in contact with theirs (usually), but it can be 
  done at other times as well, with effort. 
  Double Attack 
  For obvious reasons, this is only possible with two weapons. 
  Normally it’s one quick slash with each weapon, but it is 
  possible, especially with a knife, to make two attacks with the 
  same knife. The objective here is not truly to cause massive 
  damage, but to get in two small, quick hits. Sadly, the knack as 
  written doesn’t reflect this. As is, it’s one of the most dangerous 
  knacks in the game because it doubles your offensive Panache. 
  Keep Double Attacking and you can beat almost any opponent. 
  Regardless, remember the secret here is speed. 
  Double Parry 
  This can be the traditional “X” Parry, or you can just push to 
  the side with both weapons. Either way, this presents great 
  opportunity. The reason this grants a Drama Die, and the reason 
  it’s so temporary, is that one blade (or shield or cloak) can be 
  used to hold the Parry while the other one is used to Attack. An 
  excellent and very powerful technique, spend that Drama Die 
  right away and attack into the opening you’ve created. 
  Feint 
  This Knack, more than any except perhaps Parry, covers a huge 
  number of techniques which are all designed to do one thing: get 
  your opponent to parry when you want, where you want, and 
  how you want. Of course, since you’ll be expecting this, you can 
  attack somewhere else and hit while they’re busy Parrying the 
  wrong attack. Some Feints are actually attacks upon the blade, 
  like a light beat, which say to your opponent, “Hey, I’m going to 
  attack you now!” Some are just the beginning of an attack in one 
  line followed by a quick shift to a different line. Either way, 
  when done properly your opponent will be hit before even 
  realizing they didn’t Parry your attack. 
  The question has been asked, why bother using Beat or Feint 
  when I can make a normal attack and use those raises for damage 
  instead? The answer is simple; as good as you may be at 
  Attacking someone, there will be someone out there who is even 
  better at Parrying your attack. If you can’t hit, you can’t inflict 
  damage and so, no matter how many Raises you call for damage, 
  you’ll never win. Even if your Feints and Beats are hitting 
  lightly, they’ll build up after a while. Besides that, it makes all 
  those points your opponent spent on Riposte suddenly become 
  useless. As a house rule, though, consider saying that a Beat or 
  Feint which misses the necessary number of raises but hits the 
  base TN will hit as a normal attack. 
  Fortitude 
  Not so much a skill as a learned level of toughness, Fortitude is 
  the result of years of conditioning and physical abuse. Some of 
  my instructors in unarmed combat tell stories of wrapping pieces 
  of wood or metal in rope and spending hours beating on them in 
  a variety of ways to build toughness. Some schools teach that 
  every morning before breakfast you should slap your entire body 
  roughly—quite roughly in fact. That is how you learn Fortitude. 
  Hook 
  A boxing term, but one that applies to any barehanded combat 
  (or gauntlets, like Panzerhands, which work similarly). By 
  twisting your body into the strike, your body weight and back 
  and leg muscles add to the power of the blow. Such a little 
  ingrained addition, but it makes a big difference. 
  Lunge 
  Every fencer Lunges; it has the advantages of covering ground 
  quickly in an attack and allowing for speedy recovery. Some, 
  however, are faster, hit harder, or cover a lot more ground. These 
  are the people who Lunge. The only problem with a good lunge 
  is it leaves you spread out; if you don’t hit, you’re wide open for 
  any attacks which may come your way. So pick up that front 
  foot, throw it forward at top speed, hit, and then recover to your 
  guard stance as fast as you can. 
  Parry 
  There is a difference between a Parry, which redirects an 
  Attack, and a block, which absorbs the force. But it’s not such an 
  important difference that most people worry about it. Usually 
  you Parry a thrust and block a cut, although a hard enough cut 
  might need to be redirected if you use a light sword. At Rank 1 
  you know all the basic parries and how to move from one to the 
  other. By Rank 2 you have more than one Parry you can use from 
  any given position, using a combination of straight, circular, 
  diagonal, semi-circular, seated, and counter parries. By Rank 3 
  you’re probably even doing them correctly. Rank 4 you’re not 
  Parrying until the last possible second to prevent a Feint, and 
  you’re probably tangling their tip in your shirt from time to time, 
  too. At Rank 5 you make it look effortless, barely even moving 
  to turn the fiercest thrust. 
  Pin 
  Few things in the world are more fun than tossing a knife (or 
  shooting an arrow for that matter) with enough accuracy to Pin 
  your opponent’s arm to the nearest wall. Well, their shirt, but it’s 
  still fun to watch them feel all embarrassed. Normally this is 
  used to slow your opponent long enough that you can run away, 
  but don’t underestimate the usefulness of Pinning two or three 
  limbs and sending the next knife into a nicely immobilized 
  target. 
  Pommel Strike 
  Most people don’t worry about the pommel of the sword; after 
  all, it’s not sharp so how much can it hurt? So when it hits them, 
  right in the face, too, they’re left nicely surprised. Besides, 
  getting hit in the nose is distracting. Leaves you nicely dazed for 
  a few seconds. Traditionally this is done with the hilt (or 
  pommel; go figure) of a sword, but there’s no reason it can’t be 
  done with any blunt object. 
  There’s a beautiful moment in the movie “Phantom Menace” 
  that shows this. It’s the end of Darth Maul’s fight against Qui-
  Gon; Maul takes his quarterstaff-like lightsaber and smashes the 
  handle in the middle against Qui-Gon’s face. He’s distracted 
  enough by this that he can’t react to the following attack…This 
  is the best illustration I’ve ever seen of how to use this Knack. In 
  game play, the party has occasionally decided to hold all actions 
  until one member uses Corps-a-corps or Pommel Strike and then 
  unload a huge number of attacks in that one phase. But, of 
  course, that’s not sporting so we don’t do that, right? 
  Seriously, though, Pommel Strike and Corps-a-corps both 
  provide excellent opportunities to make attacks on your opponent 
  with many raises. While the temptation is great to use these for 
  damage, don’t overlook the other knacks which require many 
  raises to work effectively; Beat, Feint, Throat Strike, Eye Gouge, 
  and Ear Clap are all wonderful follow-up Attacks, as you can 
  execute these about as easily as you could normally hit them 
  
  7TH SEA 
  PLAYERS’ COMPENDIUM 
  PAGE 181 
  (and don’t forget; in this game, hitting frequently is often better 
  than hitting hard). 
  Riposte 
  There is a wide range of feelings about what constitutes a 
  “true” Riposte. In its simplest form, a riposte is a parry followed 
  by a quick counter attack. What separates “riposte” from 
  “parry/counter attack” is just a matter of timing; riposte happens 
  more quickly. At the highest levels, it is essentially one motion, 
  and how you execute the parry impacts how well you 
  counterattack. While many purists define riposte such that parry 
  and attack must be done with the same blade, it is this writer’s 
  opinion that riposte is more a functional definition; parry 
  followed by attack. This means you can parry with your sword 
  and attack with an off-hand weapon, or vice versa. This even 
  means you can dodge out of the way of the thrust and attack 
  while your opponent is extended. However, primarily how one 
  performs a riposte depends on how they have been taught by 
  their school. Habits are powerful. 
  Side-step/Bob-n-Weave 
  These two are essentially the same knack; the difference comes 
  down to flavor. Bob-n-Weave is more a boxing thing; when they 
  punch, duck under it (Bob) and come up to the side (Weave). Or 
  just step to the side and forward or back as needed (Side-step). 
  Either leaves you in a more advantageous position while your 
  opponent is still recovering from their attack, allowing you to 
  attack sooner. If you’re good enough at either of these, or you go 
  to a fun school like Torres, this can give you a large number of 
  actions which are suddenly current. And, since they just spent an 
  action, your opponent probably won’t be ready to parry all of 
  them. So Side-step and then unload on the fool. Probably 
  deserves it anyway for missing. 
  Stop-Thrust 
  If your opponent makes the mistake of telegraphing their attack 
  or using sloppy form, and many people do, you can take 
  advantage of the situation by thrusting into their attack. When 
  done right, your extension will block them from finishing their 
  attack, or at least they’ll be in too much pain to finish it. The 
  trick to doing this properly is to shut out, or close, the line your 
  opponent is attempting to use. That way they’ll be sitting there 
  looking silly with your point in their flesh and their sword 
  feeling useless. Like Riposte, the difference between Stop-Thrust 
  and a Parry/counterattack usually comes down to a matter of 
  timing. 
  Tagging 
  Less, almost, a move and more a frame of mind, Tagging is 
  used to point out to your opponent exactly where you could have 
  hit them, were you not feeling so generous at the moment. 
  Cutting clothing or facial hair are common, but Tagging can just 
  as easily be a thrust which stops a hair’s width away from a vital 
  point, while you stand with a grin on your face. Any school 
  which teaches Tagging should use it extensively. Build a large 
  pool of Drama Dice, and feel free to use them when needed. Or 
  tag with all but one action in a round, and with that last one call 
  many raises and spend all your dice. Given a Master who rolls 
  9k4 on attacks and has a Panache of 5, that’s a 10k7 attack. 
  Rolling that much, you can easily afford enough raises to roll 
  over on damage. 
  Throw 
  What it sounds like. There are different techniques for 
  throwing weapons, based on what type of knife or axe or 
  whatever and how you normally use it. 
  Trick Shooting 
  Sure, you can Throw a knife, or shoot a bow, but can you 
  bounce it off the pot hanging on the wall, make it go through the 
  open window, and hit that guy in the foot? Of course you can! 
  Trick Shooting just makes it a little easier to make those 
  impossible shots that no sane person would attempt. 
  Wall of Steel 
  [Note that it is very important to pronounce this in a very 
  impressive basso profundo (deep) voice at all times] Your Parries 
  have become so solid that most people would rather insult a king 
  than try to get around them. Either you Parry so well and so 
  quickly that getting an attack in is useless or you keep moving 
  your sword so unpredictably (but controlled enough that you can 
  still parry) that they have no idea when it’s safe to attack. It’s 
  quite possible to do this with any blade or parrying device, but if 
  it is done with a buckler or cloak it might be more appropriate to 
  call it “Wall of Hide” or “Wall of Cloth”. As a note, the same 
  basic thing done with Footwork is the Gallegos master 
  technique; with just a little twist, the blade passes harmlessly 
  past and it almost looks like you didn’t even move. 
  Whirl 
  Extend swords out on either side of you and twirl rapidly. Or 
  just go into a flurry of attacks and motion. Depending on the 
  school teaching it, this is either a dancer’s graceful pirouette, 
  only more dangerous, or an angry cat’s blind rage. These aren’t 
  strong attacks, or terribly effective, but against some opponents 
  that’s all you need. 
  
SOURCE: textdata/thevault/7th Sea [multi]/1st Edition/01 For The Player And GM/00 The 7th Sea Players Compendium.pdf