Fate's Tangled Weave
Task resolution in 7th Sea is handled with ten-sided dice.
- Heroes (and other characters) use a number of dice equal to an appropriate Trait + Knack for the task at hand.
- No dice pool may be higher than 10; any dice putting the pool over 10 translate to additional Kept dice on the roll.
- The individual rolling the dice keeps the result of a number of dice equal to the Trait used, and totals the result of each die.
- Each 10 rolled explodes; the player may reroll that die and add the result to 10 for the die’s total. Successive 10s are added to the total, until the die rolled no longer produces a result of 10.
- The total of all Kept dice is compared to a Target Number to determine the success or failure of the action.
- Players may accept a voluntary Raise (by adding 5) to the TN to achieve more spectacular successes, and more than one Raise may be applied to a TN.
- Success on a Contested Roll between two (or more) parties is determined by the highest roll over the TN. If no one rolls over the TN, the contest continues.
Every Hero begins each Story with a number of Drama Dice equal to their lowest Trait. Drama Dice act just like regular dice, meaning they explode when you roll any tens. They represent your Hero’s innate ability to second-guess their surroundings and the intentions of their opponents, and perform actions beyond the capacity of the common man.
When you spend a Drama Die, one of three effects may be invoked:
- You may add one Kept die to any roll. This can be done after the roll is made, but must be done before the GM describes the result of the action in question. You can spend as many of your Drama Dice as you like on any single roll.
- Your Hero may immediately recover from being Knocked Out. Regardless of the current Phase, your Hero must then spend the remainder of that Round recovering, unable to perform any actions. Your TN to be hit during this time is 5.
- You may activate your Hero’s Virtue, activate a Villain’s Flaw, or attempt to prevent the GM from activating your Hubris.
When you spend a Drama Die to add to a Roll, your GM takes it from you and it goes into his pool of Drama Dice at the start of the next Scene (yes, the GM gets Drama Dice too).
The GM can give you additional Drama Dice when you do something with particularly great panache, when you say something that makes the whole group explode with laughter, when you role play your Hero particularly well during a Scene.
Drama Dice unspent by the end of the Story are converted directly into Experience Points.
Kharma Dice are a shared pool that any player may pull from to narrate a change to an in-game situation affecting another player’s Hero; they represent the miraculous, or incredibly good fortune. Kharma Dice may not be used to affect the player’s own Hero.
The use of Kharma Dice to affect a situation requires narrative describing the intervention of fate; simply pulling a Kharma Die from the pool is not enough. For example, a player uses a Kharma Die when another player’s Hero falls towards certain doom into a spiked pit. The narrative offered by the first player to describe the Kharma Die’s use involves thick roots hanging from the sides of the pit that the second player’s falling Hero can grasp to arrest his fall before he is impaled by the spikes at the bottom of the pit.