Hello all, I am a long-time 7th Sea 1e GM and this is my first forum post here. I had, in the past, written a very detailed list of different weapons and armor for my own 7th Sea campaigns because myself and my players enjoy the historical differences and quirks of arms and armor. However for 2e I wanted to create a simplified system to compliment the simplified, heroic mechanics of the new edition. In the new edition there really only seems to be three types of weapons: Melee, Ranged and Firearms. This is a big over-simplification!
What I have here is a WIP first draft of my new 7th Sea 2e Armory. Weapons have traits that influence the heroes weiling them: a halberd and a rapier are not the same afterall! I will be playtesting this, starting tonight with my group (some Old Guard 7th Sea'rs and a majority of new Lubbers). I would appreciate any input and would love if others tested it out as well! Thanks!
*Design note: I really tried to keep away from any flat +damage/+defense stats. Though well versed in the ol' R&K I am a beginner to the new mechanics. This is all narrative design theory!
Dagger Concealable, One Handed, Bite Carry, Close Quarters
Club/Cane One Handed, Bashing, Inconspicuous, Close Quarters
Hand Axe One Handed, Tool, Close Quarters, Thrown
Rapier One Handed
Cutlass One Handed, Close Quarters
Saber One Handed
Hammer/Mace Heavy, Tool
Battle Axe Heavy, Tool
Great Sword Two Handed, Heavy, Cumbersome, Piercing
Staff Two Handed, Bashing, Inconspicuous
Spear One Handed, Reach, Thrown
Halberd Reach, Heavy, Two Handed, Cumbersome
Pike Long Reach, Heavy, Two Handed, Cumbersome
Panzerfaust One Handed, Bashing, Blocking
Buckler One Handed, Bashing, Blocking
Body Armor Blocking, Cumbersome, Worn
Throwing Knives Thrown, One Handed, Concealable, Close Quarters
Bow Medium Range, Two Handed
Longbow Long Range, Two Handed, Cumbersome
Crossbow Long Range, Two Handed, Cumbersome, Reload 1, Piercing
Pistol Short Range, One Handed, Reload 5, Firearm, Concealable, Close Quarters
Blunderbuss Short Range, Two Handed, Reload 5, Blast, Firearm
Musket Medium Range, Two Handed, Reload 5, Firearm, Cumbersome
Grenado Thrown, One Handed, Blast, Firearm, Dangerous
One Handed- may be wielded in one hand.
Two Handed- Requires two hands to effectively use. (+1 Raise required for One Handed action.)
Short Range- Effective range is 10 yards, up to twice that costs +1 Raise. Thrice costs a Hero Point.
Medium Range- Effective range is 30 yards, up to twice that costs +1 Raise. Thrice costs a Hero Point.
Long Range- Effective range is 50 yards, up to twice that costs +1 Raise. Thrice costs a Hero Point.
Concealable- May be hidden on your person with the Hide skill.
Inconspicuous- May be considered not a weapon with a Convince or Preform risk.
Close Quarters- Easily wielded in tight conditions: tunnels, doorways, riots, etc. Other weapons may sometimes require +1 Raise to use.
Cumbersome- Large, heavy, long or bulky: carrying this item makes Athletics Risks lose 1 Die. May stack.
Reach- If you haven’t acted yet in an Action Sequence the first attacker suffers one Wound unless they are using a Reach Weapon or Ranged Weapon.
Longer Reach- Negates Reach of shorter weapons. Inflicts 3 Wounds to a mounted opponent for every 2 raises spent.
Bite Carry- May be held in mouth to free both hands.
Bashing- Defeated opponents are not killed just bruised and knocked unconscious.
Heavy- One Handed or Two Handed. Uses Brawn in most Weaponry Risks.
Tool- May be used to smash down doors, break open locks or chains, split wood, etc.
Thrown- May be thrown at Short Range. The weapon is lost until a Raise is spent retrieving it.
Firearm- Inflicts an automatic Dramatic Wound every time it wounds a target. LOUD when fired.
Reload #- Requires # Raises to reload the weapon.
Blast- Inflicts +1 Wound against Brute Squads.
Piercing- Spend 2 Raises to inflict an additional 3 Wounds.
Block- Spend 2 Raises to negate 3 Wounds just suffered from a non-firearm attack.
Dangerous- GM may spend 1 Danger Point to include a Hero close to the target in the damage after Raises are called.
Worn- The item is worn on the body and takes no hands to carry or use.