Basic Game Mechanics

Scene Setter
Here is an introduction to the basics mechanics of the 7th Sea Game.

The Basic Roll
All skill checks in 7th Sea use one basic system. A target number is assigned, fifteen being average. A number of D10 are rolled in an attempt to equal or exceed that number.
Keep and Roll
You will roll a number of d10 equal to your knack rating plus your relevant trait. For example, if you have a Finesse of 3 and an Attack(fencing) knack of 2 you will roll 5d10 when rolling to hit.
You will only keep a number of d10 equal to your trait however. So, in the example above, you would only keep three of the five dice that you rolled to hit with.
Exploding Dice
Any time a 10 is rolled another d10 is rolled and added to the first 10. This will continue until a ten is not rolled. For example, if a person with a trait of 1 and a knack of 3 rolled a 10, 9, 5 and 2 on a roll he would roll another d10 and add it to the first. Say he rolled a 7, his total on the check would be 17 as he is allowed to only keep one of the four dice.
Drama Dice
Drama Dice are awarded by the Gamemaster for any particularly outstanding shows of heroism, drama or awesome role-playing during the game. You will start every game with a number of Drama Dice equal to your lowest Trait (usually one or two) and be awarded more as the game goes on. Drama Dice can be used for several purposes, the most common is to add dice to a skill roll. They can be used after a skill is rolled but before the results are announced. Any number of Drama Dice may be rolled on the same test. Any extra dice rolled are also kept. Fair warning, any Drama Dice spent by a player are automatically taken by the Gamemaster to be used against you later… Any Drama Die not spent by games end may be turned in for an extra Experience Point to improve your character.
Raises
Raises are an attempt to “up the ante”. They allow you to learn more, do more, etc. off a single roll. Every Raise you ask for adds five to the difficulty number of whatever it is you’re attempting to do but, if successful, you will succeed in a grander fashion.
Combat
Initiative
At the beggining of every round roll a number of non-exploding d10 equal to your Panache. The number shown on each die is an action you recieve on that particular phase of the round. The round starts with phase one and counts up to ten. On any round that people share actions total all Initiative dice and compare, higher total goes first. If the Initiative Totals are equal then compare Panache. If those are equal both act at the same time. Actions may be held and used later in the round. Additionally, a person may sacrifice two inititive dice for an “Interrupt Action” which takes place immediately.
The Attack
The most basic action in combat is attacking. To do so the attacker rolls his relevant attack skill and tries to exceed the Defense of his target. Attack Roll is equal to Finesse + Attack Knack keeping Finesse.
Passive Defense
Passive Defense is equal to Defense Knack x 5 + 5. So someone with a Footwork 3 requires a 20 to be hit. The Defense Knacks are Footwork, Parrying, Balance, Climbing, Leaping, Riding, Rolling, Sprinting, Swimming and Swinging. Footwork may be used unless the circumstance calls for the use of another skill… Such as defending oneself while climbing requires you use your Climbing Knack.
Active Defense
To actively defend an action must be spent. This can be a held action, an Interrupt Action or an action with the same phase as the one the attack is on. Active Defense takes place after a strike has been made but before damage. The roll is Wits + Defense Knack vs. the attack roll total.
Damage
Damage is equal to Brawn + the weapons damage. Brawn is in unkept dice. So a person with a Brawn 3 and a Fencing Sword (2k2 weapon) rolls five and keeps two. The total is how many Flesh Wounds the target takes.
Resisting Damage
After every blow a Wound Check is made. Roll Brawn vs. the number of Flesh Wounds you have. If you succeed nothing more happens. If you fail, erase ALL Flesh Wounds taken so far and gain one Dramatic Wound. You take one additional Dramatic Wound for every 20 that you failed the check by or 10 that you failed by in the case of firearms. At the end of a battle any remaining Flesh Wounds are removed.
Dramatic Wounds
If you take a number of Dramatic Wounds equal to your Resolve you become Crippled and get -2 unkept dice on all rolls until you are healed above that level. If you take Dramatic Wounds equal to twice your Resolve you are knocked unconscious. You may then be automatically killed or you can spend a Drama Die to regain consciousness.

Basic Game Mechanics

Drachenreich - A 7th Sea Campaign aseasonedcampaigner