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7th Sea C&C

Posted: Fri Feb 11, 2011 1:56 am
by GoOrange
I would like to run a 7th Sea campaign with swashbuckling musketeers, pirates etc. but I'd like to stick to my go to system, C&C. The Original 7th Sea system is cool, but it's not as quick and easy as Castles and Crusades.

Has anyone done conversions or home-brew classes for 7th sea type characters?

Musketeers, swordsmen (swashbucklers, duelists, bodyguards), sailors (pirates, ship mages) archaeologists, courtiers (including ambassadors, merchants), sorcerers, priests.

Any good ideas to capture the flavor of the different schools of swordsmanship?

Also, how to integrate muskets/firearms and downplay the use of armor?

Re: 7th Sea C&C

Posted: Fri Feb 11, 2011 4:44 am
by anglefish
GoOrange wrote:downplay the use of armor?
First off, check out Unearthed Arcana's "Defense Bonus" rules that give each class an AC bonus per level. Depdending on the lethality of your game, most players will feel comfortable going with this bonus than spending money on armor. ... eBonus.htm

I also suggest checking out Action Points and tweaking them for your game. Let them be your licence for stunts and swinging from the rigging! ... Points.htm

Second, you might want to look up the C&C rule Companion to the Pirate's Guide to Freeport. It offers up a Pirate class and Noble class, along with some stats for firearms.
There's also stats for Pirate themed monsters and magic items.

Re: 7th Sea C&C

Posted: Sat Feb 12, 2011 2:00 pm
by GoOrange
Good tips Anglefish.

I picked up the Freeport companion; the Pirate, Noble and firearms rules should work well.

I'd still like to add a Swashbuckler or Musketeer class, or at least a variant fighter who focuses more an agility.

I like the defense bonus rules you linked as well, although those values seem too inflated to me, I'll probably tone them down a few points for each class.

To further discourage the use of armor, I'm also considering a few other ideas.
1. Some kind of fatigue rules for spending long periods of time in armor
2. Increasing the cost and making armor more rare.
3. Have firearms ignore armor (use unarmored AC)

Re: 7th Sea C&C

Posted: Sat Feb 12, 2011 3:10 pm
by finarvyn
Also remember that there were two versions of 7th sea:
(1) the original "roll and keep" 7th Sea (my favorite)
(2) Swashbuckling Adventures, which was the d20 variant.

Since SWd20 and C&C have some common roots, conversion should be somewhat painless. The SA version has a few classes to ponder:
- Alchemist
- Courtier
- Highwayman
- Musketeer
- Noble
- Pirate
- Spy
- Swashbuckler
- Witch

While there were many expansion books in the SAd20 game line, the "Campaign Setting Rulebook" is really all you need to get things underway. I keep meaning to do a "C&C 7th Sea" but I just never quite get around to it. However, with the new Pirates of the Caribbean movie coming out in May, I'm sure my players will want to do a pirate game so I'd love to see what you come up with! 8-)

Re: 7th Sea C&C

Posted: Sat Feb 12, 2011 7:38 pm
by anglefish
There is also Green Ronin's Skull & Bones suppliment that has a more historcal flair to it and offers stats and combat for sailing vessels and some vodoo.