"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal

Friday, December 9, 2011

7th Sea GM Screen, Keeping Pace


As I have said before one of the standard requirements for any game system seems to the DM/GM Screen. I have not had a chance to play 7th Sea but picked up the GM screen cheap at Half Price Books at some point in the past. I will now have it if I ever decide to run a session or two of the game.

The screen seems to be your standard fare. The outside image is a nice on for the players to look at. I go back and forth about having an image or make the outside tables that the players might find useful. I think a combination of both is perhaps the best option.

The screen game with a module and I have not even looked that over. It is the first part of some larger three part series. If I ever get a chance to run it I will be sure and post an update here or in another post and link back to this one. In the end it is a GM screen with a module that is included. It has become standard fare in the RPG world.

Product Description...

"This essential aid includes a three-panel, fold-out screen, helpful GM hints, and the first in a three-part adventure series. This module includes a fast-paced journey across main land Théah, with the player encountering action and intrigue at every turn. Also included is the first installment in the Explorer’s Society Source Book."

1999 ... AEG 7003




Spell:

Keeping Pace


Level: Second
Range: None
Duration: 1 Turn + 1 Turn/Level
Area of Effect: Caster + 2 Creatures/Level
Components: V,S
Casting Time: 1 Segment
Saving Throw: None

By means of this spell the magic user enables the targeted  creatures to keep pace with and eventually evade something that  is pursuing them. The spell will only be in effect while the  caster's group is being chased.

As soon as the spell is cast the creatures selected will be able  to keep ahead of and even outdistance anything that is pursuing  them. The movement rate of the targets will be increased to the  maximum rate that any of their pursuers are moving plus 2". So  if they are being chased by a creature with a run speed (and  they are running) of 12"/round then they will run at 14"/round.  For the movement rate to be increased the group must be trying to  evade and escape their chasers. The spell will remain in effect  but not increase the movement rate until it expires if the  targets are not being chased.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

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