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Abjourne
Abjourne's picture
Dullest Dimension
Rule varriant

Hey everyone,

I’ve been playing 2e for a little while now with three players for five four hour sessions so far. Overall I love the system & setting and really appreciate the games meta mechanics. Dueling unfortunately came out as very flat & imbalanced to me. So I came up with a series of solutions that have worked well for my group.

 

                Firstly I have all combatants perform a single action on their raise/turn/initiative, heroes, villains and individual brutes in a squad. One the point of brute squads I usually apply them into groups of five all labeled one to five.

So for example in a skirmish with three heroes with raise rolls consisting of player A having three raises, player B having four and player C five are up against a villain with four raises and two brute squads consisting of five brutes each, let’s call them squad X (1-5) and squad Y (1-5). So when the battle begins brute squad members X 5 and Y 5 perform one action each (attack/shoot/run/throw/sound an alarm whatever). Then the villain and Brutes X4 & Y4 perform one action each followed by heroes B & C for raise/turn four. Then on raise/turn three the villain leads followed by brutes X3 & Y3 followed by Heroes A, B & C. This process is repeated for raise/turns Two and One thus completing one action sequence round leading to re-rolls for another Action Scene/round.

 

Now onto Dullest’,

Firstly a dullest may perform up to two maneuvers on any given Turn. So in the above example if player B were a dullest they would act on turn four and could use up to three raises to perform two maneuvers but would then skip turn three and two to then be allowed to spend his/her last raise on turn one.

 

Secondly maneuvers are divided in two basic categories; basic and advanced. Any combatant may perform basic maneuvers but only dullest may perform advanced ones.

Here are My Maneuvers lists:

 

Basic Maneuvers: All characters may perform one basic maneuver per turn. Dullest may perform up to two.

  1. A strike (thrust, slash or bash) causes one wound.

  2. A parry or evade negate one wound & are spent in response to a strike.

  3. A charge causes two wounds for two raises on one opponent. **

  4. A throw/ grapple/ shove requires raises in excess the opponent’s Brawn score. **

  5. An aside is a non weapon action.

 

Advanced Dullest Maneuvers: May only be performed once each per entire round.

  1. A double parry costs two raises and can negate up to four wounds from one attack.

  2. A counter/ripostes raise negates one wound and causes one wound.

  3. A feint, ruse or lure raise negates one wound and adds +1 to a following strike maneuver (**)

  4. A lunge or great strike raise causes all remaining raises as wounds (+1) to one opponent **

  5. A flurry or whirlwind attack causes three wounds on three separate opponents for two raises spent (**)

  6. A weapon beat, grab or shove adds +2 to a following maneuver (**)

  7. A dirty blow (kick, knee, head-butt, pommeling) causes 2 wounds if combined with another maneuver (**)

  8. A disarm requires raises in excess the opponent’s weapon score.

  9. A flourish or tagging (Intimidation) costs two raises to gain or remove one Hero Point.

**Some maneuvers gain one bonus damage if combined with another **

Thirdly Each Dullest Style/technique are limited by 3 advanced maneuvers and one custom maneuver. Here are the ones I’ve devised:

 

Aldana, (Castille)

Aldana is the fighting Style of choice for many Castillians, one of the few fighting Styles on Theah that forgoes the use of the off-hand. Instead, the off-hand is tucked behind the Duelist’s back and he presents his side to his opponent, narrowing the choice of targets that can be struck at. Aldana is designed for use with fencing weapons. Aldana combines fencing with dancing to produce an unpredictable series of movements. The Duelist silently counts time inside his head, mentally playing the song that he is “dancing” to. This allows him to make unpredictable moves along with the rhythm of the song, which is unknown to his opponent.

Typically with a single Rapier.

               Aldana Ruse adds panache to a following strike maneuver for one raise.

A flurry or whirlwind attack causes three wounds on separate opponents for two raises spent (**)

A flourish or tagging (Intimidation) costs two raises to gain one Hero Point.

 

Ambroga, (Vodacce)

Ambrogia has caught on like wildfire in recent years. It is remarkable for two chief reasons. The first is that it teaches its students to fight with their sword in their left hand and their main gauche in their right. The second is that its creator, Veronica Ambrogia, also happens to be one of Vodacce’s most famous courtesans.

While Ambrogia does focus on the left hand (a factor that many Duelists find difficult to deal with), it emphasizes practicality over style. The students learn to use whatever they find in their hands to win the duel. “After all,” teaches Madame Ambrogia, “its the winner who tells the tale.”

Typically with left Rapier & Right gauche.

Rolls with Weapon + finesse or wits.

               Veronica’s Guile may add wits or Finesse to pool or both if using a hero point.

A double parry costs two raises and can negate up to four wounds from one attack.

A feint, ruse or lure negates one damage and adds +1 to a following strike maneuver (**)

A dirty blow (kick, knee, head-butt, pommeling) causes 2 damage if combined with another strike (**)

 

Boucher, (Montaigne)

The Boucher Style of fighting was originally forged in the streets of Montaigne, and isn’t considered a “gentlemanly” school. However, some Duelists are more concerned with results than with the impression they make on their peers; this Style is designed with them in mind. Students of Boucher wield a long knife in each hand, and use the two together in a series of attacks designed to confuse and disorient the opponent.

Boucher is one of the fastest fighting Styles taught in Theah today. Once the superior reach of the opponent’s weapon has been overcome, the knife fighter starts a flurry of attacks that is almost impossible to stop.

Typically with daggers.

               Boucher Step allows two bonus maneuvers on a turn once per round.

A double parry costs two raises and can negate up to four wounds from one attack.

A counter/ripostes raise negates one wound and causes one wound.

A flurry or whirlwind attack causes three wounds on separate opponents for two raises spent (**)

 

Donovan, (Avalon)

Created by Donovan Durant—the most famous bodyguard in all of Theah—this Style of swordplay is unique in both application and in the occupation of its creator. Donovan was very particular in those he took on as clients, only choosing to defend those who he truly believed needed protection. Before his retirement, it was said that only one ward under his protection ever died—his first. He swore to never let it happen again. He kept that oath. Upon his retirement, he founded the Donovan Academy in Carleon, a school with perhaps the most rigid requirements for entry of them all. Every single student is approved personally by Donovan after a rigorous interview process. Only those who Donovan

Durant judges to share his commitment to protection are permitted to study in his Academy.

Typically uses the small sword & buckler.

               Donovan’s Bulwark adds weaponry as parries for you or another, also a hero point causes a total weapons lock.

A double parry costs two raises and can negate up to four wounds from one attack.

A weapon beat, grab or shove adds +2 to a following strike wound (**)

A disarm requires raises in excess the opponent’s weapon score.

 

Drexel, (Eisen)

This school was developed by a mercenary named Kristoff Drexel, the leader of the warband known as the Blood Spirits. He often found himself in unpredictable situations that called for flexibility in thought and fighting Style. Thus, he devised several different ways to make use of the versatile Eisen zweihander. The Drexel fighting Style is very popular among elite mercenaries because of its ability to deal with many different situations.

A Duelist making use of Drexel has more ways of attacking and defending himself than a Duelist using another Style. There are three Stances, or ways of holding the zweihander, that Drexel teaches. Each has certain advantages and disadvantages.

Tipically uses the Zweihander or another two-handed weapon.

Drexel Stances;

  • Bittner (low) subtracts resolve from offensive maneuvers but prevents any strikes.

    A counter/ripostes raise negates one wound and causes one wound.

  • Metzger (back) adds wits to your initiative. But you can’t parry for the round.

A flurry or whirlwind attack causes three wounds on separate opponents for two raises spent (**)

  • Gerbeck (high) add one damage to any offensive raises, but act at minus one on initiative.

    A lunge or great strike raise causes all remaining raises as wounds (+1) to one opponent **

 

Eisenfaust, (Eisen)

Eisenfaust makes use of a broadsword with an off-hand panzerhand, or iron glove. The Duelist deflects or grabs incoming attacks with his glove and exploits the openings created with his broadsword.

Eisenfaust is defensive, teaching its students to wait for their opponent to make a mistake before attacking.

Eisenfaust exploits mistakes made by an opponent. Gradually, the opponent grows impatient or angry. As soon as he slips up, the student of Eisenfaust is on top of him, raining down fearsome broadsword blows.

Typically uses a broadsword with an off-hand panzerhand, or iron Gauntlet.

               Iron Reply adds resolve in subtracting offensive raises & adds brawn to damage on one counter.

A dirty blow (kick, knee, head-butt, pommeling) causes 2 damage if combined with another strike (**)

A weapon beat, grab or shove adds +2 to a following strike wound (**)

 

Leegstra, (Vesten)

 Leegstra has been practiced by Vesten for centuries, well before it had a name or there was such a thing as the Duelist’s Guild. This extremely aggressive Style teaches the use of a weapon in each hand, and encourages an almost reckless level of offense, seeking to suffocate opponents beneath a constant rain of blows.

Although the method of fighting itself is old, it was only formalized around two decades ago by Leegstra Eldsdottir, a Vesten woman who boasted that she had never been beaten in single combat. With the rise of the Duelist's Guilds, she founded her own Academy in the city of Thorshofn.

Typically uses dual heavy weapons as the broadsword or battleaxe.

               Leegrstra’s Crash causes damage equal to your weaponry on one attack.

A dirty blow (kick, knee, head-butt, pommeling) causes 2 damage if combined with another strike (**)

A lunge or great strike raise causes all remaining raises as wounds (+1) to one opponent **

A weapon beat, grab or shove adds +2 to a following strike wound (**)

 

Mantovani, (Vodacce)

Originally popularized amongst serial novels in Vodacce, the Mantovani style is born of practicality. Many would-be Duelists have attempted to perfect a Style that uses something less conspicuous than a sword; Vito Mantovani chose the whip. The Mantovani Style favors misdirection and adaptability, using a whip to manipulate the environment: taking hold of small items to throw them at the opponent with the flick of a wrist or laying a small lash across the hand to make continuing to fight more pain than it is worth.

Typically uses the rapier & whip.

               Mantovani flay causes one wound & may block the next maneuver (pre-chosen if dueling).

A counter/ripostes raise negates one wound and causes one wound.

A dirty blow (kick, knee, head-butt, pommeling) causes 2 damage if combined with another strike (**)

A disarm requires raises in excess the opponent’s weapon score.

 

Mireli, (Ussuran)

 Katya Mireli was a dancer who traveled across Ussura with various circus troupes, never staying in one place or with one group for very long. Her most famous performance was a captivating dance with a curved sword in each hand. Her act became so famous that it attracted the attention of the nobility and wealthy merchants, who would come from a hundred miles or more to see the famous Mireli Sword Dance.

The Mireli Sword Academy is unique in that it has no set campus. Those who wish to learn it must find Mireli or one of her students as they travel from place to place, often amongst performers or circus troupes. This has been tradition for the Academy’s nearly three decade long history.

Typically uses two curved blades as the saber or scimitar.

               Mireli Revision may use an additional free parry or bash once per round.

A double parry costs two raises and can negate up to four wounds from one attack.

A flurry or whirlwind attack causes three wounds on separate opponents for two raises spent (**)

A weapon beat, grab or shove adds +2 to a following strike wound (**)

 

Sabat, (Sarmatian)

Mirek Sabat spent most of his life fascinated by the game of chess. He believed that many forms of strategy in chess could be applied to other strategies in life, from politics to warfare to swordplay. By twenty, he was considered by most to be a grand master, although it wasn’t unknown for him to lose a match to an inferior opponent as he experimented with some unorthodox strategy. The Sabat school of fencing favors a defensive Style that allows opponents to attack relentlessly to exhaust themselves. Once the adversary is vulnerable, Sabat seeks to end them.

Typically uses a heavy sabre.

               Sabat Gamble adds finesse to great strike or lunge.

A counter/ripostes raise negates one wound and causes one wound.

A feint, ruse or lure negates one damage and adds +1 to a following strike maneuver (**)

A lunge or great strike raise causes all remaining raises as wounds (+1) to one opponent **

 

Torres, (Castille)

Originally developed for bullfighting, the Torres style makes use of a rapier in one hand and a cloak in the other. The student uses subtle movements to draw his opponent’s attention to the cloak, and then blindside him with the rapier. The Torres school is an extremely effective defensive style, as the cloak and sword combine to form a wall of cloth and steel between the student and his opponent’s blade. Masters of the school are some of the most quick-witted and agile men and women in the world.

Typically uses a rapier & cloak.

               Matador’s Flourish an evasion that subtracts athletics from offensive raises.

A counter/ripostes raise negates one wound and causes one wound.

A feint, ruse or lure negates one damage and adds +1 to a following strike maneuver (**)

A flourish or tagging (Intimidation) costs two raises to gain one Hero Point.

 

Valroux, (Montaigne)

The Valroux Style of fighting is one of several that uses a fencing weapon in the primary hand and a main gauche in the off-hand. The fighting Style is technically defensive, with the main gauche used only to parry. Students of this Style call attention to openings they could have exploited, generally humiliate their opponents, and finish them off whenever the duel grows wearisome. One of the main strengths of this Style is its demoralizing effect on opponents. Masters of Valroux move the duel around in a dizzying circle, keeping their opponent guessing as to the pace of combat, all the while hurling insults that infuriate their adversary. To win against a student of the Valroux Style requires an iron will and long patience.

Typically uses a rapier & stiletto.

               Valroux Press parries equal to your weaponry plus places pressure on a specific maneuver.

A double parry costs two raises and can negate up to four wounds from one attack.

A feint, ruse or lure negates one damage and adds +1 to a following strike maneuver (**)

A flourish or tagging (Intimidation) costs two raises to gain one Hero Point.

 

Characters may learn multiple Styles/techniques.

 

Using this system produces more visceral battles, distinguishes styles & limits their strength.

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Mike Osborn
Mike Osborn's picture

Hey I finished my first campaign (15 sessions, 4 hours each) and kept on tweeking my dullest varriant. Ended up working out preety well, so here it is:

 

7TH Sea Combat Action Scene Clarifications:

A Round is the time spent by all participants exhausting all their rolled raises in a scene.

An Encounter may consist of multiple Rounds if necessary.

A Turn is the actions performed by an individual on his/her opportunity during a Round.

Turn Order or Initiative is bases upon the highest number of available raises in a Round.

Turns are performed in a "round robin" style of game play based upon Initiative.

Brute squad members each may shoot on initiative rank 6 only.

Character combatants may perform two action or maneuvers on each of his/her turns.

Brute squad members each may melee attack or act on initiative rank 3 only.

Villains & Brutes win initiative ties.

Shooting:

Pistol damage is equal to shooting skill plus one dramatic wound (2 +1 for brutes).

Reloading a pistol requires three raises.

Riffle damage is equal to shooting skill times two plus one dramatic wound (4 +1 for brutes).

Reloading a riffle requires six raises.

Archery:

Short Bows cost & count as two raises/maneuvers and cause Finesse in damage.

Long Bows cost & count as three raises/maneuvers and cause Brawn in damage.

Brute Squads:

Consist of 5 men with 2 wound tolerances each.

Brute squad member have average skills & stats of two.

Brute squad members each may shoot on initiative rank 6 only.

Brute squad members each may melee attack on initiative rank 3 only.

Melee Maneuvers:

Character combatants may perform up to two known maneuvers on his/her turn.

Each individual maneuver may be only be used once per round.

Basic Maneuvers: available to everyone

Basic Counter Maneuvers:

Evade subtracts Panache from an offensive maneuver.

Parry subtracts Finesse from an offensive maneuver.

Desperate Parry subtracts raises spent from an offensive maneuver.

Using Bucklers or shields untrained subtracts Resolve from an offensive maneuver.

Basic Strike Maneuvers:

Strike causes damage equal to Brawn.

Rushing Strike causes damage equal to Resolve.

Desperate Strike causes damage equal to raises spent.

Basic Grapples Maneuvers:

Grappling requires raises to perform that must exceed the opponent’s Brawn and those raises are kept to hold the grapple until the opponent uses an equal amount of raises to break it.

Throwing requires raises to perform that must exceed the opponent’s Brawn and causes damage equal to raises spent.

Advanced Maneuvers:

Advanced Counters:

1 Riposte subtracts Finesse from an offensive maneuver and then causes damage equal to Panache.

2 Double Parry subtracts both Finesse and Resolve from an offensive maneuver.

Advanced Enhancing Maneuvers:

3 Beats, Pushes & Grabs causes one wound and then add or subtract Brawn from the next offensive maneuver.

4 Feints, Ruses & Lures adds or subtracts Wits to/from the next offensive maneuver.

Advanced Strikes:

5 Stunning Strike causes Brawn split between damage & raises (always favoring damage).

6 Lunging Strike causes damage equal to Finesse & Resolve but costs & counts as 2 raises/maneuvers.

7 Great Strike causes damage equal to Brawn & Resolve but costs & counts as 2 raises/maneuvers.

Advanced Non-Strike Maneuvers

8 Dirty Blow (kick, knee, head-butt, pommeling) causes damage equal to Wits.

9 Flurry & Whirlwind cause an amount of damage equal to Panache divided between several opponents.

10 Flourish or Tagging requires raises to perform that must exceed the opponent’s Resolve to gain one Hero Point.

11 Weapon Locking requires raises to perform that must exceed the opponent’s Weaponry Skill and those raises are kept to hold the lock until the opponent uses an equal amount of raises to break it.

12 Disarm requires raises to perform that must double the opponent’s Weaponry Skill.

13 Shield & Buckler Blocking: (which may be used for you or another)

Bucklers subtract Finesse from an offensive maneuver.

Shields subtract Brawn from an offensive maneuver for two raises but may be used twice in a round.

Large Shields subtract Resolve from an offensive maneuver for three raises but may be used thrice in a round.

Specific Duelist Styles & Maneuvers: (found in Core Rule book pg.236, Pirate Nations book pg.173)

Aldana, Castille Origin, Requires a single duelist weapon.

Aldana Ruse adds Panache & Wits to next maneuver.

Bonus Advanced Maneuvers, Riposte (1), Lunging Strike (6) & Flourish (10).

Ambroga, Vodacce Origin, Requires a left held primary weapon & a right held secondary.

Veronica’s Guile may add Wits or Finesse to pool or both if using a hero point.

Bonus Advanced Maneuvers, Double Parry (2), Feint (4) & Dirty Blow (8).

Boucher, Montagnese Origin, requires a short weapon.

Boucher Step allows four Maneuvers on one turn (instead of two).

Bonus Advanced Maneuvers, Double Parry (2), Dirty Blow (8) & Flurry (9).

Donovan, Avalonian Origin, Requires a heavy weapon (longsword/ mace) & buckler or shield.

Donovan’s Bulwark subtracts Finesse & Resolve from an offensive maneuver for you or another and spending a hero point causes a weapons lock equal to resolve.

Bonus Advanced Maneuvers, Stunning Strike (5), Disarm (12) & Shield Use (13).

Drexel, Eisen Origin, Requires a two-handed heavy weapon. Drexel Stances;

Bittner (low) subtracts resolve from any offensive maneuvers but prevents any strikes but desperate.

Metzger (back) adds wits to your initiative, but prevents any parry but desperate.

Gerbeck (high) all strikes cause +1 wound per attack but you act at -1 to initiative.

Bonus Advanced Maneuvers, Weapon Beat (3), Lunging Strike (6) & Great Strike (7).

Eisenfaust, Eisen Origin, Requires a heavy weapon & iron gauntlet.

Iron Reply Subtracts Resolve from an offensive maneuver and causes Brawn damage as a counter.

Bonus Advanced Maneuvers, Weapon Beat (3), Stunning Strike (5) & Weapon Locking (11).

Leegstra, Vesten Origin, Requires dual heavy weapons.

Leegrstra’s Crash adds Resolve to a strike.

Bonus Advanced Maneuvers, Double Parry (2), Weapon Beat (3) & Flurry (9).

Mantovani, Vodacce Origin, Requires a duelist weapon & a whip.

Mantovani flay causes Panache as damage and costs the opponent his/her next raise/ maneuver.

Bonus Advanced Maneuvers, Weapon Beat (3), Feint (4) & Dirty Blow (8).

Mireli, Ussuran Origin, Requires dual weapons (often sabers or scimitars).

Mireli Revision allows an additional parry or bash on the fly.

Bonus Advanced Maneuvers, Riposte (1), Double Parry (2) & Flurry (9).

Sabat, Sarmation Origin, Requires a heavy weapon.

Sabat Gamble adds finesse to a great strike.

Bonus Advanced Maneuvers, Riposte (1), Weapon Beat (3) & Great Strike (7).

Torres, Castille Origin, Requires a duelist weapon & a cloak.

Matador’s Flourish an evasion that subtracts Panache & Athletics from an offensive maneuver.

Bonus Advanced Maneuvers, Feint x2 (4,4) & Lunging Strike (6).

Valroux, Mongntainese Origin, Requires dual weapons.

Valroux Press subtracts Resolve from an offensive maneuver and costs the opponent his/her next raise/ maneuver.

Bonus Advanced Maneuvers, Double Parry (2), Lunging Strike (6) & Flourish (10).

Bugu Takobi, short sword dance

Takobi Gudana subtracts Panache from an offensive maneuver and adds panache to the next offensive maneuver.

Bonus Advanced Maneuvers, Riposte (1), Weapon Beat (3) & Feint (4).

Jogo de Dentro, dagger alley fighting.

Riso da Malandragem, reduce brute squad attacks by Finesse. Additionally, when you make an Athletics, Brawl, Hide or Perform Risk you gain one Bonus Die so long as you describe how your mastery of Jogo de Dentro aids you in the Risk.

Bonus Advanced Maneuvers, Dirty Blow x2 (8,8) & Flurry (9).

Lakedaimon Agoge.

Hoplite Form, Gain one raise when using a shield.

Bonus Advanced Maneuvers, Stunning Strike (5), Lunging Strike (6) & Shield Use (13).

Posen, Eisen, spear & shield,

Mounted Charge adds Brawn doubled to a rush attack if mounted.

Bonus Advanced Maneuvers, Riposte (1), Lunging Strike (6) & Shield Use (13).

Kjemper, Vesten, heavy & shield

Shield breaker after lock for hero point.

Bonus Advanced Maneuvers, Great Strike (7), Weapon Locking (11) & Shield Use (13).

MacDonald Highland.

Beserker/Wode Fury adds Dramatic wounds to melee dice pool.

Bonus Advanced Maneuvers, Weapon Beat x2 (3,3) & Flurry (9).

Skatha’s Cleasa, Avalonian, athletic women’s style.

Add athletics to any one base maneuver.

Bonus Advanced Maneuvers, Feint (4), Lunging Strike (6) & Flurry (9).

 

Cthulhu Netobvious
Cthulhu Netobvious's picture
@Abjourne, thank you for these detailed insights.

TAJ-07: Technopriest And Justicar Of 7thSea2e

Soren Hjorth
Soren Hjorth's picture

Have any of you had great experience with these systems?

How did it work for your players to work like this?

/Soren A. Hjorth
 

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