House Rules

There are a number of house rules for the system I’ve accumulated over the years. I will list them here.

  • Any skill that only has one basic knack gives you two ranks in that knack when purchased.
  • Any skill you buy after character creation where you already have some of basic knacks is reduced in price by 2 XP per knack you already know.
  • Languages may be bought after character creation for 3 xp per HP of the language and a lot of in-game time learning to speak it.
  • Reputation will be separated into gross reputation (good + bad) and net reputation (good – bad).
  • You may do an interrupt with one action if you’re doing an active defense.
  • Drama dice are still worth xp at the end of the session when spent on rolls or to activate powers.
  • When calculating die pools the number of dice you keep is equal to your trait or your knack+2, whichever is lower. For example, if you have 3 finesse and 3 fencing you roll 6k3. If you had 5 finesse and 1 fencing you’d roll 6k3. This change is so that characters with high stats but low or no skill can’t perform much better than somebody trained in the skill but with lower stats.
  • For initiative we will use a modified version of the card system from Savage Worlds. For every Panache rank you will be dealt 1 initiative card from a deck of playing cards. Actions are resolved in card order Ace high suits break ties Spades > Hearts > Diamonds > Clubs. Any bonus to initiative dice will modify cards up 2 ranks with the same suit. In the case of a tie whoever holds the physical card wins. If two people are tied with upgraded cards then roll off to break the tie. The Joker allows an action at any time, including interrupts, and gives a free raise on that action and damage. Any other advantages or special abilities that modify initiative dice will affect the cards instead. See me for specific cases.
  • Backgrounds will grant 2 * value XP when it is the main focus of an adventure. They will grant 1 * value XP when they are a partial focus of an adventure (GMs discretion on what qualifies).
  • For disarming without the Disarm sword school knack you need to make a called shot with 2 raises (same as aiming for an arm). If that hits you need to make a contested Brawn check to disarm.

House Rules

7th Sea Seral