Copy of 7th Sea Khitai Characters
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NameAkiyama ChihiroONameIshikawa KatsuoONameNaokoONameDaejungONameZanO
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Player OPlayer OPlayer OPlayer OPlayer O
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ConceptDaughter of Green Mountain Clan NispaOConceptWise Old Samurai and AdvisorOConceptTwice-Orphaned Warrior MonkOConceptHero from HanOConceptShenzhou SpymasterO
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NationFusoONationFusoONationFusoONationHanONationShenzhou O
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Virtue: Willful. Activate your Virtue and target a Villain. Until the end of this Scene, you cannot spend Hero Points and the Villain cannot spend Danger Points.DW1Virtue: Exemplary. Activate your Virtue and choose another Hero in the same Scene to pool your Raises for the round, spending Raises to take Actions from your shared pool.DW1Virtue: Insightful. Activate your Virtue to discover a Brute Squad’s type or to know a Villain’s Rank and Advantages.DW1Virtue: Friendly. Activate your Virtue when you meet a character (even a Villain) for the first time. They treat you as friendly for one Scene.DW1Virtue: Subtle. Activate your Virtue when you act behind the scenes, from the shadows or through a proxy. For the next Risk, when you determine Raises, every die counts as a Raise.DW1
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Hubris: Stubborn. You receive a Hero Point when your Hero is stubborn and refuses to change her mind in the face of evidence.OHubris: Proud. You receive a Hero Point when your Hero refuses an offer of aid—for example, if a Hero tries to spend a Hero Point to give you Bonus Dice and you turn them down. OHubris: Hot-Headed. You receive a Hero Point when your Hero flies off the handle and loses their temper, causing trouble.OHubris: Trusting. You receive a Hero Point when you accept someone’s lies or lopsided deal.OHubris: Curious. You receive a Hero Point when you investigate something unusual, especially if it looks dangerous.O
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TRAITSSkill Rank 3: Re-Roll a single die@TRAITSSkill Rank 3: Re-Roll a single die@TRAITSSkill Rank 3: Re-Roll a single die@TRAITSSkill Rank 3: Re-Roll a single die@TRAITSSkill Rank 3: Re-Roll a single die@
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Compassion2Skill Rank 4: Sets of 15 = 2 RaisesOHonesty3Skill Rank 4: Sets of 15 = 2 RaisesOCompassion3Skill Rank 4: Sets of 15 = 2 RaisesOHonesty2Skill Rank 4: Sets of 15 = 2 RaisesOJoy3Skill Rank 4: Sets of 15 = 2 RaisesO
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Honesty3Skill Rank 5: 10s explode (+1 die)OLoyalty2Skill Rank 5: 10s explode (+1 die)OJoy3Skill Rank 5: 10s explode (+1 die)OJoy3Skill Rank 5: 10s explode (+1 die)OLoyalty3Skill Rank 5: 10s explode (+1 die)O
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Loyalty3DW1: +1 Bonus Die to all RisksOPeace3DW1: +1 Bonus Die to all RisksOPeace2DW1: +1 Bonus Die to all RisksOLoyalty3DW1: +1 Bonus Die to all RisksOPeace2DW1: +1 Bonus Die to all RisksO
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Respect3DW2: Villains Gain +2 Bonus DiceORespect2DW2: Villains Gain +2 Bonus DiceORespect3DW2: Villains Gain +2 Bonus DiceOPeace2DW2: Villains Gain +2 Bonus DiceORespect3DW2: Villains Gain +2 Bonus DiceO
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Wisdom2DW3: Your 10s Explode (+1d)@Wisdom3DW3: Your 10s Explode (+1d)@Wisdom2DW3: Your 10s Explode (+1d)@Respect3DW3: Your 10s Explode (+1d)@Wisdom2DW3: Your 10s Explode (+1d)@
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SKILLSDW4: You become HelplessOSKILLSDW4: You become HelplessOSKILLSDW4: You become HelplessOSKILLSDW4: You become HelplessOSKILLSDW4: You become HelplessO
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Aim3Notice2OAim3Ride3OAthletics3Mysticism2OConvince3Peform2OBrawl2Perform2O
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Athletics2Perform1OAthletics2Scholarship3OBrawl3Notice3OEmpathy3Ride1OConvince2Tempt3O
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Hide2Scholarship2OBrawl2Warfare2OConvince2Scholarship2OIntimidate2Scholarship2OEmpathy2Theft3O
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Intimidate2Warfare2OEmpathy2Weaponry3OEmpathy2Theft1OMysticism1Tempt2OHIde3Warfare1O
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Mysticism3Weaponry1@ 0 0@Hide2 0@Notice2Weaponry2@Notice2 0@
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QUIRKS & ADVANTAGESQUIRKS & ADVANTAGESQUIRKS & ADVANTAGESQUIRKS & ADVANTAGESQUIRKS & ADVANTAGES
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Earn a Hero Point when you prove there is more to nobility than expensive clothes and attending court.Earn a Hero Point when you resort to the edge of your blade to defend a noble ideal.Earn a Hero Point when you put yourself in harm’s way in pursuit of knowledge.Earn a Hero Point when you turn the tide of violence with charm and flair.Earn a Hero Point when you take a great risk to uncover a secret.
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Earn a Hero Point when you put yourself in danger to protect the honor of your Clan.Earn a Hero Point when you go out of your way to avoid the death of an adversary or outright refuse a course of action because it could result in another person’s death.Earn a Hero Point when you set aside the rhetoric and take action to practice the virtues you preach.Earn a Hero Point when you put yourself in harm’s way to protect the artists of Khitai.Earn a Hero Point when you take a great risk to protect someone else’s secret.
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Kannushi: See Mysticism in Fuso, page 13.Indomitable Will: After another character attempts to intimidate, seduce or otherwise goad you, spend a Hero Point to automatically resist.Student of Combat: You can perform the Slash, Parry and Counter Maneuvers as if you were a Duelist. You use Brawl to determine the effects of your Maneuvers, instead of Weaponry.Fascinate: Spend a Hero Point to capture the attention of another character. That character pays attention only to you until the end of the Scene or until you cease speaking/paying attention, whichever comes first.Opportunist: When another Hero spends a Raise to create an Opportunity, you can spend a Hero Point to immediately activate the Opportunity for yourself.
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Trusted Companion (Koinu, a terrifyingly large bear): If your ally directly aids you in a Risk, you gain a Bonus Die if you describe specifically how she aids you. If you send her out to accomplish something else and she needs to make a Risk (GM discretion), she rolls five dice. Your Trusted Companion can take 5 Wounds before she becomes Helpless, and will more than likely require you to rescue her.Duelist School: You can perform Duelist Maneuvers and have a special Maneuver called Iaijutsu Focus which increases the immediate numerical effects of the next Maneuver you perform by one. If you perform Iaijutsu Focus and next Round perform Slash, your Slash deals an additional Wound. If you perform Counter, it deals and prevents an additional Wound. You can perform Iaijutsu Focus once per Round, but you may extend the duration of the Focus an additional Round by spending a Raise on your Action, also increasing the bonus granted.Haymaker: When you make a Brawl Risk to punch, kick, head-butt or otherwise injure another character using nothing but your own body, you can choose to spend all of your Raises on your first Action. You inflict a number of Wounds equal to the Raises you spend. The character you hit loses half of his current Raises, rounding down.The High Sign: You can convey a single-word message (such as danger, help, go or flee) to any allies who can hear or see you through an innocuous sound or motion that others won’t understand and often even seem perfectly normal. Most often these are bird calls, animal cries or subtle gestures.Heedless Assault: When you inflict Wounds to another character, spend a Hero Point. The Wounds you inflict cannot be reduced in any way. For the rest of the Round, you may not spend Raises to reduce Wounds that you or any other character takes.
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Deadeye: You gain 1 Bonus Die when you make an Aim Risk using a pistol, blunderbuss or thrown weapon such as a knife or axe.Time Sense: You always know what time it is. You know how long until the next sunrise or sunset, with less than a one minute margin of error.Valiant Spirit: You begin each game with 2 Hero Points instead of 1.Friend At Court: When you are at a ball, feast or similar high society function, spend a Hero Point to reveal you have a close friend also in attendance.Shadow Stalker: Spend a Hero Point to move in silence, vanish into the darkness or otherwise demonstrate your affinity with the shadows.
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Fish in a Barrel: When you make an Aim Risk using a pistol, blunderbuss or thrown weapon such as a knife or axe, spend a Raise to reduce the Strength of a Brute Squad by your Ranks in the Trait you used for your Approach.The Old Traditions: You know the old rites of hospitality and can request them from another when you need food, water, shelter, medical aid or something similar. The other character offers you this aid so long as she does not believe it places her in danger, and so long as you make assurances to do the same for others. This Advantage has no effect against a Villain or his direct underlings or characters who have some reason to already dislike or distrust you.Boxer: You gain 1 Bonus Die when you make a Brawling Risk to punch, kick, headbutt or otherwise injure another character using nothing but your own body.Reckless Takedown: Spend a Hero Point to immediately defeat a single Brute Squad, regardless of its Strength. You immediately take 1 Dramatic Wound.Second Story Work: You can spend a Hero Point to locate a way into a building or restricted area. You can bring up to one other character along with you, but everyone else has to find their own way in—or wait for you to open a path for them.
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Imperious Glare: Spend a Hero Point to use your authority (real or perceived) to cause another character to leave you alone, get out of your way or dismiss your actions as nothing more than a tantrum thrown by a haughty noble.Specialist (Weaponry): When you make a Risk using any other Skill during an Action or Dramatic Sequence, you do not have to pay additional Raises to Improvise with your Specialist Skill.Perfect Balance: Spend a Hero Point to move across a thin beam, jump from one place to another or otherwise perform a feat of perfect agility and balance.Able Drinker: Alcohol never adversely affects you, no matter how much you drink.Brush Pass: Spend a Hero Point to pick a pocket, steal a ring from another character’s finger or plant a small hand-held item on another character without him noticing.
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Small: You are smaller than average. Much smaller. If your small size makes a Risk easier—using Hide to squeeze into a tiny space and escape a guard patrol or using Athletics to slip between the bars of a jail cell— gain 1 Bonus Die.Beyond Sight: Spend a Hero Point. Until the end of the scene, you ignore any impediment to your vision. For example, if you are blindfolded or plunged into complete darkness, you are treated as if you can see normally. Heroes with this Advantage have the ability to focus their other senses in order to compensate for the loss of sight.Legendary Trait (Compassion): Whenever you roll a Risk using Compassion, you remove one die from your pool before you roll. That die is always considered to roll a 10. If your 10s explode, your free Legendary Trait 10 explodes as well.Scathing Indictment: Spend a Hero Point when you make an Intimidate or Convince Risk to reduce the Strength of any one Brute Squad in the Scene by half, rounding down.Heartfelt Appeal: Spend a Hero Point to implore another character to follow her conscience, look the other way for the greater good or otherwise do the right thing when it isn’t in her best interest to do so.
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Character Sheet
CC Process List
Clues and Stuff
Advantages for C&P
Arcana for C&P