- •Contents
- •Introduction
- •History
- •Geography
- •Religion
- •Festivals
- •Military Service
- •The Great Inventions
- •Entertainment
- •Prominent People
- •Previously Published NPC
- •New Prestige Classes
- •New Weapons
- •New Armor
- •New Sorceries
- •New Character Class
- •New Weapons
- •Player’s Section
- •GM’s Section
- •More Adventures
- •Appendix 2: Hexagrams
Talismanic Item (Varies, Cathay Only)
You have a Talismanic item (weapon, armor, etc.) with any one effect from a Trigram's enchantment on it. The cost of the Talisman is 1, plus one-fifth the TN of the Talisman's effect. The enchanted object can be an thing from a small coin up to a statue. For example, a jian that can be commanded to set any object touching it on fire, doing 1k1 damage, would have a TN of 30 and cost 7 HP.
New Weapons
Chakram
A chakram is a flat ring of steel with a sharp outer edge, used as a throwing weapon, most commonly in Tashil, where some men wear several of them on a pointed turban.
D20™ MECHANIC
Requires Exotic Weapons Proficiency (Chakram) to use. (See Swashbuckling Adventures™ for weapon statistics.)
7TH SEA™ MECHANIC
Use Exotic Thrown Weapon Skill (1k2 damage; Range: 25 yards).
Chu-ko-nu
A chu-ko-nu is a repeating crossbow that looks like a Théan crossbow but with a wooden box resting on top of it, connected to the string. A lever arm is attached to this box with its fulcrum below the box on the stock. The box will hold a dozen crossbow bolts, stacked one atop the other. The bolts are knocked and the bow is cocked by pulling the lever back. The trigger is a small wooden peg on the bottom of the stock.
A Chu-ko-nu is a weaker crossbow than those used outside of Cathay, but it can fire its full box of bolts very quickly, if not always perfectly accurately, and can be reloaded without any extra complications while the archer is mounted.
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Reload time for a Chu-ko-nu is zero, as long as the box is not empty. Once the box is empty, it takes 18 Actions to reload it completely. If you wish to do a partial reload, the time required is 6 Actions, plus 1 Action for each bolt you wish to load. The Reload (Crossbow) Knack may not be used to speed up this process, but the Reload (Chu-ko-nu) Knack may be used. (See New Knacks, Reload: Cho-ku-nu)
D20™ MECHANIC
Requires appropriate Exotic Weapons Proficiency to use. (See Player’s Handbook™, Chapter 7: Equipment – Repeating Crossbow.)
7TH SEA™ MECHANIC
Use Crossbow Skill (1k2 damage; Range: 60 yards)
Dao (Cathayan Single-edge Broadsword)
The dao is curved and a bit heavier than the Théan broadsword, and needs two hands to use it properly. It is the primary infantry weapon of Han Hua’s Imperial Army.
D20™ MECHANIC
1d12 damage. Requires Martial Weapon Proficiency to use. (See Swashbuckling Adventures™, Sword of Solomon.)
7TH SEA™ MECHANIC
Use Heavy Weapon Skill (3k2 damage)
Darn Dao
A darn dao is a smaller version of the dao. It is a curving sword with a silk sash in its pommel that is sometimes used in pairs.
D20™ MECHANIC
Requires Martial Weapon Proficiency to use. (See Swashbuckling Adventures™, Cutlass.)
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7TH SEA™ MECHANIC |
7TH SEA™ MECHANIC |
Use Fencing Skill (2k2 damage) |
Use Fencing Skill (2k3 damage) |
Gwon
A gwon is a wooden staff, just long enough that it reaches from the ground to the eye of its wielder. Used two-handed, anyone attempting to perform an Active Defense when parrying with a gwon gets a Free Raise for the attempt.
D20™ MECHANIC
Treat as a Quarterstaff (See Player’s Handbook™, Chapter 7: Equipment.)
7TH SEA™ MECHANIC
Use Staff Skill (2k2 damage)
Hu Tsa (Tiger Trident)
A hu tsa is a three-pointed spear with a long, sharp central point and curving, crescent-shaped side blades used for hunting tigers.
D20™ MECHANIC
Requires Exotic Weapons Proficiency. 2d4 damage, ×2 Critical, Piercing. Add 1 to user’s AC.
7TH SEA™ MECHANIC
Use Polearm Skill (4k2 damage).
Jiu Jie Bien
A jiu jie bien is a whip made of nine sections of steel linked by chains, with a handle and a spiked end.
D20™ MECHANIC
1d6 damage, range of 10 ft., 19-20 (×2) critical range.
7TH SEA™ MECHANIC
Use Chain Skill (3k3 damage)
Kan Dao
A kan dao is a heavy chopping weapon, used with either one or two hands. It has a curved single-edged chopping blade and a plain hilt that is long and unguarded, ending in a ring pommel.
D20™ MECHANIC
1d10 damage, 19-20 Crit (×2, ×3 if used 2 handed), slashing.
7TH SEA™ MECHANIC
Use Heavy Weapon Skill (3k2 damage)
Kastane
The kastane is the ornate national sword of Tiakhar. It has a slightly curved single-edged blade. The handle and pommel, as well as the ends of the quillions of these swords, are decorated with carvings in the shape of monsters’ heads, and the entire hilt is often made of silver and gold, with jewels are frequently inlaid in the design as well. The scabbards are made of carved wood and are themselves richly decorated. Because of the expense of the weapon, it is illegal in Tiakhar to manufacture one that is not considered to be a “quality” weapon.
D20™ MECHANIC
1d8 damage, 18-20 (×2) Critical Range, Slashing. Always Masterwork weapons.
Mei Far Chen (Plum Flower Needle)
The mei far chen is a small blowpipe that fits inside the wielder’s mouth, where the tongue is used to manipulate and aim the tube. The “flower” can hold as many as five poisoned needles, each of which is shot separately. You get five Free Raises to conceal the blowpipe but you may not make Raises to your attack roll to increase the damage. If the mei far chen hits, the dart also injects one dose of its poison.
D20™ MECHANIC
Hits for 1 point of damage. +8 Circumstance bonus to conceal checks.
7TH SEA™ MECHANIC
Use Blowpipe Skill (1 point of damage per needle)
Niu Er Jian Dao (Bull’s Ear Sword)
The niu er jian dao, called “butterfly knives” by the few Théans who have seen them, are broad, single-edged knives, nearly long enough to be considered shortswords. Traditionally used in pairs, they have thick hand guards, which usually feature a horn-like projection behind the blade. They may not be thrown, but the hand guards give a Free Raise when used to Parry as an Active Defense.
D20™ MECHANIC
Treat as Dagger (See Player’s Handbook™, Chapter 7: Equipment). +2 Circumstance bonus to parry.
7TH SEA™ MECHANIC
Use Knife Skill (1k2 damage)
Paku
Paku are small metal throwing spikes, popular in Tiakhar. They do not do much damage but are easily hidden in the hand or clothing, giving three Free Raises to any attempt to Conceal them. You may throw up to three paku at once; each extra paku you throw after the first one counts as one Raise to your Throw roll. If you succeed, all the paku you threw hit your opponent, each doing 1k1 Damage. You do not add your Brawn to this damage, but you can still make Raises on your Throw roll to roll extra dice for damage, although these dice must be allocated at your discretion to the different paku. Make a Wound Check for each paku that hits.
For example, someone who throws three paku at his enemy and makes two Raises for damage could decide to put both Raises on one paku, or one Raise each on two of the Paku. He decides to put them both on one paku. He rolls 3k1 for that paku and 1k1 for each of the other two paku. He rolls 19 for the first one, and the target makes his Wound Check. The second paku does four Flesh Wounds, raising the total number of Flesh Wounds to 23, and the target fails this Wound Check, and takes a Dramatic Wound. The last paku does 3 Flesh Wounds, and the Wound Check succeeds, so the three paku inflict a Dramatic Wound and three Flesh Wounds.
D20™ MECHANIC
Requires Exotic Weapons Proficiency to use. 1d2 damage, ×2 Critical on 20, may throw up to three at once, subtracting 2 from your attack roll for each paku thrown after the first.
7TH SEA™ MECHANIC
Use Exotic Thrown Weapons Skill (see above for damage; Range: equal to thrower’s Brawn.)
Rocket
One of the deadliest weapons in the arsenal of Cathay is the rocket. 7th Sea™ Mechanic: A PC who is hit by rockets treats the attack as if he had been hit by a cannon, taking one Dramatic Wound, plus another Dramatic Wound per 5 points by which he fails his Wound Check, rounded down. On the good side, it is difficult to aim a rocket at anything because they do not fly straight. They are often fired en masse into a crowd or a building in combat, using launchers that hold up to twenty-four rockets. Multiple rockets can be fired from the launcher. For every extra rocket fired, you get one Free Raise to your Rocketry roll.
D20™ MECHANIC
Cost: Variable, depending on materials (in Cathay, 60 qian) Damage: 3d8 within a radius of 20 ft.
Critical: × 4
Range Increment: 150 ft. Crew: 2
Aim: 2 actions
Reload: N/A. Move: 30 ft.
Make a to-hit roll (Profession: Rocketry), followed by a chance for deviation (Profession check at DC 25). If you fail, the rocket will deviate 3d6 feet clockwise, as determined by a d12. Two successive rolls of 1 mean that the rocket has exploded and you take 2 damage
Sa Tjat Koen
A sa tjat koen is similar to but less common than a seurng tjat koen. It consists of three clubs connected by two pieces of rope or chains. Wielded with the Chain Skill, the TN of all Attack (Chain) rolls with this weapon are Raised once.
D20™ MECHANIC
Requires Exotic Weapons Proficiency to use. Subtract 2 from all attack rolls. 1d10 damage, 19-20 Crit (×2), bludgeoning.
7TH SEA™ MECHANIC
Use Chain Skill (3k2 damage)
Seurng Tjat Koen
Derived from the agricultural flail, a seurng tjat koen is a peasant weapon consisting of two rods of wood connected by a cord tied or lashed around one end of each.
D20™ MECHANIC
1d6 damage, ×3 Critical, bludgeoning.
7TH SEA™ MECHANIC
Use Chain Skill (2k2 damage)
Shi Zi Jian (“Lion Head Sword”)
The jian is a long, straight, flexible double-edged sword, usually wielded by nobles and scholars.
D20™ MECHANIC
Treat as a Longsword (See Player’s Handbook™, Chapter 7: Equipment.)
7TH SEA™ MECHANIC
Use Fencing Skill (2k2 damage)
Shuang Gao
A shuang gao is a hooked sword-like weapon, used in pairs, with a sharp, crescent-shaped hand guard that is hooked so that it curves forward.
D20™ MECHANIC
Requires Exotic Weapons Proficiency to use. 1d6 damage, ×2 Critical, slashing. +2 circumstance bonus to disarm and parry attempts.
7TH SEA™ MECHANIC
Use Exotic Paired Skill (2k2 damage)
Shuang Huan (Full Moon)
A shuang huan is a Han Hua parrying weapon, consisting of a sharpened metal ring attached to a handle with two protruding curved blades. It is always wielded in pairs.
D20™ MECHANIC
Requires Exotic Weapons Proficiency. 1d4 damage, ×2 Critical, Slashing. +2 to all parrying attempts.
7TH SEA™ MECHANIC
Use Exotic Paired Weapon Skill (1k2 damage).
Shuang Pian Yue Ya Chan
A shuang pian yue ya chan is a polearm, six to seven feet long, with a sharpened shovel-shaped blade at one end and a broad crescent shaped blade at the other.
D20™ MECHANIC
Requires Exotic Weapons Proficiency to use. 1d8 damage, Critical × 3. Piercing/slashing.
7TH SEA™ MECHANIC
Use Polearm Skill (4k2 damage)
Shua Tou Quiang
A shua tou quiang is a spear with a spearhead on each end.
D20™ MECHANIC
1d8 damage, Critical 19–20 ×2. Piercing.
7TH SEA™ MECHANIC
Use Polearm Skill (4k2 damage)
Tieh Shan Gong (Metal War Fan)
Metal war fans are used to parry blow, but can also be employed as light clubs.
D20™ MECHANIC
1d4 damage, ×2 critical, bludgeoning. May be used to parry.
7TH SEA™ MECHANIC
Use Exotic Paired Weapon Skill (0k2 damage)
Tulwar
The tulwar is the national sword of Tashil. It is a curved cavalry saber with a disc-shaped pommel, similar to the Crescent
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scimitar but with a slightly straighter blade. A tulwar may be drawn from its scabbard without requiring an Action or creating a penalty to the TN to hit your opponent.
D20™ MECHANIC
(See Player’s Handbook™, Chapter 7: Equipment – Scimitar.)
7TH SEA™ MECHANIC
Use Fencing Skill (2k2 damage)
New Environmental Factor: Feng Shui Rating
Every location in Cathay (and, at the GM’s option, anywhere else in the world) has a Feng Shui Rating between –3 and +3, with the average being 0. To randomly determine the Feng Shui Rating of a location, roll 2k2 (with no exploding dice) and consult the table below. If the location has a Feng Shui Rating that is lower than 0, the site is infested with negative energies, and if the Feng Shui Rating is above 0, the site is full of positive energies.
The Rank of a Feng Shui Rating is equal to its distance from 0 on a line chart, so a Feng Shui Rating of –3 has a Rank of 3, a Rating of 0 has a Rank of 0, and a Rating of +1 has a Rank of 1, and so forth.
TABLE 3-40: Feng Shui Rating
In a location with positive energies, Heroes, Scoundrels, and their Henchmen and Brutes roll one more die (+1k0) per Rank of Feng Shui Rating, while Villains and their Henchmen and Brutes roll one less die (–1k0) per Rank of Feng Shui Rating. For instance, in a temple with a Feng Shui Rating of +2, all Heroes would get a +2k0 bonus and Villains would get a –2k0 penalty. These bonuses apply to any roll where the number of dice you keep is determined by one of your Traits. Therefore, it does not apply to Damage rolls because you keep a number of dice that is determined by the kind of attack instead of a Trait.
Conversely, in areas with negative energies, Heroes, Scoundrels, and their Henchmen and Brutes roll one less die (–1k0) per Rank of Feng Shui Rating, while Villains and their Henchmen and Brutes roll one more die (+1k0) per Rank of Feng Shui Rating. The same restrictions apply to these bonuses and penalties as apply to the modifiers in a positive Feng Shui Rating site.
D20™ MECHANICS:
In places with a positive aspect (+1 to +3), characters with Lawful alignment gain a +2 circumstance bonus to all skill checks, saving throws, and attack rolls for every point of Feng Shui, while Chaotic characters suffer a similar penalty. Reverse this bonus for areas with negative Feng Shui. Those with Neutral alignment are unaffected.
Dice Roll |
Feng Shui Rating |
|
2 |
|
–3 |
3 |
– 4 |
–2 |
5 – 7 |
–1 |
|
8 |
– 14 |
0 |
15 – 17 |
+1 |
|
18 – 19 |
+2 |
|
20 |
+3 |
Table 3-41: New Weapons
Weapon |
Damage |
Range |
Short Range |
Long Range |
Reload |
|
|
|
|
|
|
Chakram |
1k2 |
25 |
+5 |
–5 |
0 |
Chu-ko-nu |
1k2 |
60 |
–5 |
–15 |
0 while box is loaded, |
|
|
|
|
|
18 Actions to completely |
|
|
|
|
|
reload the box |
Dao |
3k2 |
N/A |
N/A |
N/A |
N/A |
Darn Dao |
2k2 |
N/A |
N/A |
N/A |
N/A |
Gwon |
2k2 |
N/A |
N/A |
N/A |
N/A |
Hu Tsa |
4k2 |
N/A |
N/A |
N/A |
N/A |
Jiu Jie Bien |
3k3 |
N/A |
N/A |
N/A |
N/A |
Kan Dao |
3k2 |
N/A |
N/A |
N/A |
N/A |
Kastane |
2k2 |
N/A |
N/A |
N/A |
N/A |
Mei Far Chen |
1 point, |
7 |
–5 |
–15 |
1 until flower is empty, 3 |
|
plus poison |
|
|
|
Actions to refill flower |
Niu Er Jian Dao |
1k2 |
N/A |
N/A |
N/A |
N/A |
Paku |
1k1 |
Brawn |
0 |
–10 |
0 |
Rocket |
5k4 |
200 |
–25 |
–35 |
24 Actions |
Sa Tjat Koen |
3k2 |
N/A |
N/A |
N/A |
N/A |
Seurng Tjat Koen |
2k2 |
N/A |
N/A |
N/A |
N/A |
Shi Zi Jian |
2k2 |
N/A |
N/A |
N/A |
N/A |
Shuang Gao |
2k2 |
N/A |
N/A |
N/A |
N/A |
Shuang Huan |
1k2 |
N/A |
N/A |
N/A |
N/A |
Shua Pian Yue Ya Chan |
4k2 |
N/A |
N/A |
N/A |
N/A |
Shua Tou Quiang |
4k2 |
N/A |
N/A |
N/A |
N/A |
Tieh Shan Gong |
0k2 |
N/A |
N/A |
N/A |
N/A |
Tulwar |
2k2 |
N/A |
N/A |
N/A |
N/A |
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