March 5, 2012

Seventh: Class Edition

Filed under: Classes,rules — anteolsson @ 20:18
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Through some inspiration I decided to make Classes for this role playing system. There was one intention involved when spawning the ideas for the classes that will be listed below. An intention to create a system that is not streamlined. An attempt to bring back a naivety to role playing mechanics where everything does not have to be logical and made up of templates that fit all classes.


Each class uses a different method for resolving the success of combat and their specific class abilities. There are only three classes outlined this far: Thief, Mage and Fighter.


The Thief

The Thief uses 6d6 in order to determine the outcome of combat. The thief can roll all of the six dices once and the result of the six dice will have an effect as is outlined in the table here below.

Attacks Dice combination Effect
Normal hit One Pair 1 Endurance reduction
Wounding hit Two Pair 2 Endurance reduction
Bleeding hit Three of a kind 3 Endurance reduction
Critical hit Four of a kind 4 Endurance reduction
Severing hit Five of a kind 5 Endurance reduction
Leathal hit Six of a kind 6 Endurance Reduction

The Thief also has class abilities that are outlined below.

Skills Dice combination Effect
Thieving Four in a row Stealing and unlocking locks are successful
Lay/disarm trap Five in a row Arming and disarming traps are successful
Sneaking Six in a row You move unseen
Subdue Full house You make people act and talk to your will by influencing them.

The Mage

The Mage use poetry in order to cast magic. The power of his magic is depending on three types of rhymes and how many lines he use to cast a spell. The three rhyme types are: Alliteration, End Rhyme and Internal Rhyme.

Alliteration is when two sequential words in the same line starts with the same syllable. End rhyme is when the last word in two lines sound the same. Internal rhyme is when a word in the middle of a line rhymes with the last word in the same line.

The Mage can make up to four lines in total per spell with a minimum of one line.

At least one line of poetry needs to mention the target directly, synonymously or as a metaphor. If the target is a door the following are accepted: Door (directly), Gate (synonymously), the sealed opening (metaphorically).

The next table will show what the effect is, depending on the rhyme type and how many lines.

Number of lines Condition Effect
One Alliteration One Endurance reduction
One Internal rhyme One Endurance reduction
Two End rhyme of both lines Two Endurance reduction
Three End rhyme of all lines Three Endurance reduction

Here are some examples to clarify this.

The threatening gaze of this Dire Dog “Dire dog” is Alliteration One Endurance reduction
Now merely a sight of a harmless frog dog’ and ‘frog’ are end rhymes Two Endurance reduction
Total Three Endurance reduction


Unlike most I am not scared of this ghost most’ and ‘ghosts’ are Internal Rhymes Total One Endurance reduction


You filthy lizard lizard’ and ‘blizzard’ are end rhymes Two Endurance reduction
I coveth you in in’ and ‘kin’ are end rhymes Two Endurance reduction
And all of your kin
A chilling blizzard
Total Four Endurance reduction


The Fighter

The Fighter uses a combination of attacks up to a maximum of 9 combinations per round. An example can be that a Fighter first push, then kick and then slash with a sword. To determine the success of the combination attack the fighter has to roll 1d10 and for each subsequent attack in the combination the difficulty is raised. For the first attack he needs to roll 2 or higher, for the second attack he needs to roll 3 or higher and so on. This is also outlined here below:


Dice Number of combinations Required dice result Effect
1d10 1 2 One Endurance reduction
1d10 2 2,3 Two Endurance reduction
1d10 3 2,3,4 Three Endurance reduction
1d10 4 2,3,4,5 Four Endurance reduction
1d10 5 2,3,4,5,6 Five Endurance Reduction
1d10 6 2,3,4,5,6,7 Six Endurance Reduction
1d10 7 2,3,4,5,6,7,8 Seven Endurance Reduction
1d10 8 2,3,4,5,6,7,8,9 Eight Endurance Reduction
1d10 9 2,3,4,5,6,7,8,9,10 Nine Endurance Reduction

August 20, 2010

Phase II

Filed under: rules — anteolsson @ 11:53
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I have been thinking…well it never stops, the thinking, does it?

Since I started working again, as said before, there is little time to do some actual playing. So, to continue this passion I think I will put this project into a second phase.

The rule system for Seventh feels done and I don’t think it need any more tweeks. It fits the playstyle perfectly when playing over google docs. It is a free system where you act instead of asking what the rule is. At any rate the world of seventh can have different rule systems depending on what format it is played.

I play a lot of computer role playing games and when I compare them to the type of role playing done when we play seventh, I see a lot of differences. These differences, I think, is worth noting down and realise that the two requires different rule sets.

So, Phase II, as I elegantly call it, will be a rule set with a computer role playing game in mind.

The idea and wish that I have, and always have had in a way, is to make it complex and extensive, but at all points it needs to follow an underlying logic. If you understand that logic it should no difficulties getting to know the rest.

Now it is written and so the events will unravel.

April 20, 2010

The Rulebook is here!

Filed under: rules — anteolsson @ 09:55
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It took some time to get this basic rulebook finished and maybe I should be honest about why it did take so long time. I have lately been busy with playing the all time classic Diablo 2 computer role playing game. The ladder season had just reset so I created a Hard Core character. I got her up to level 88 and got a quite good place in the ranking but she met her nemesis Nilathak and died. Now there is no more to playing Diablo 2 so I got back to working on Seventh again.

This Rulebook discusses a little bit about what the world is about and is aimed more at the fundamentals of the world rather than the particulars of the world. I hope it can be of some use to anyone reading it and if there are any questions regarding the content of the rulebook please file a comment.

You can download it here in PDF format: Seventh Rulebook

Consume it at Will,

March 3, 2010

Rulebook on its way…

Filed under: rules — anteolsson @ 19:55
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I hate to make a post that says that I will do something but have not done it yet. But I am working on a rulebook that will explain a little bit what Seventh is about and how to get started. So look back soon when it is here, it is going to be awesome.

I, maybe unfortunately for others, do not think in images but rather in principles and feelings so it might not be the most visually and visually descriptive but I will attempt to describe the feeling of how I see the universe and for anyone who wants to invent knew imaginary areas will have lots of fundamental information to build further on.

That is it for now,

February 18, 2010

Character Advancement: An example

Filed under: rules — anteolsson @ 09:00
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Gruk is a character that is living in the world of Seventh. Gruk has always dreamed about going on adventures in forests and caves with his fathers Battle Axe slaying all the evil monsters he can find. He wants to be just as a good axe fighter as his dad.

Gruk heads out into the woods alone and it gets dark pretty quickly. He finds a giant Beaver that has read glowing eyes and wants to eat Gruk. Gruk runs up to the giant Beaver to get the first strike. Them two battle for a while and in the end Gruk comes out victories. For this Gruk has gets 50 “Unrefined Experience Points”

Gruk is happy that he killed the beast and is now curious to see what the rest of the forest hide. He eventually sees a Very very big beast, bigger than he had ever seen before. He runs towards the gigantic beast and chops at its legs and disables it. He then make a killing blow against its head. For this Gruk gets 1oo “Unrefined Experience Points”. Gruk now has a total of 150 “Unrefined Experience Points”.

Gruk finally comes to a little village and there he meets a woman called Marit, in big metall armour and holding an axe even bigger than Gruk. Gruk asks if Marit can show him some tricks. Marit agrees and shows Gruk how to start the swing of his axe while running so he can give extra power to the blow when the axe hits it target. Gruk has now learnt a special Axe Swing which he likes to call Marit’s Running Axe and he has increased his Combat Skill .To learn this Gruk has to use 100 of his “Unrefined Experience Points”. Now Gruk only have 50 “Unrefined Experience Points” left.

February 17, 2010

Rules: Character advancement

Filed under: rules — anteolsson @ 16:53
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Some new advancements has been made in the regards of Character Advancement within the world of Seventh.

Whenever you complete a mission/quest/adventure in Seventh you gain experience points. So far this will be familiar to most people but what might be new is that the more experience points you gather the slower you learn and the more difficult it gets in game terms. But I feel I need to lay out the motivation behind this to give an understanding of what this is about.

Imagine that you have a lot of information to sort. That can sometimes take time together with focused attention to get something out of that information. Then think that you on top of all this information you have to learn just as much more information to learn but from different areas of knowledge. This makes it even more difficult to sort out and learn something from it.

All this information comes from your senses and this information is not fully processed until you do something with this information like, for example that you put it into practice or that you reason around it. But up until the moment that you actually process the sensory information, the information itself does not mean that much to you. If there is to much unprocessed information it can have a negative effect on you, such as shorter attention span and not being able to focus on one thing properly.

How does it work in the game?
Now we skip into the world of Seventh. When your character are out on all the adventures and gains experience points these experience points represent all this unprocessed information. To make something out of this information the character needs to realize it by practical or mental studies. If the character does not focus his or her information into something that can be learnt from, then the experience points will give the character a shorter attention span and lesser ability to focus.

How do a character focus the experience points into something of value?
When a character choose to focus all the experience points into something useful the character is leveling up. There are two ways a character can do this. The first option is to find someone who agrees to teach them something. This means that you need to find the right mentor for what you want to study. So, asking a Mage to train you in Fighting will not work.
The second option is to be creative and learn on your own merit, ie the teacher is yourself. This will give your character lesser chances to channel the experience points into something useful but these two ways of advancing your characters abilities will create a balance that any player can strategically utilise.

What is the balance important for?
If your character is out on adventure in a remote place where there are no teachers available but is still gaining experience points, it can lead to too much experience points. To much experience points will make it more difficult for your character to succeed with skill checks, faculty checks, sensory checks and so on. So the character needs to make a decision wheather he wants to save all the experience points until he finds a proper teacher which will make adventuring more difficult or the character can choose to be his own teacher and so get rid of experience points but will develop skills and so on in a lower rate compared to learning from a techer.

Please ask any questions you might have.

January 3, 2010

Update and change in Faculties

Filed under: Faculties,rules — anteolsson @ 19:54
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I have been thinking about the different faculties that a character is made up of and I think a change has to be made.

From the beginning of Seventh, Wisdom was not a Mental Faculty: I think that that was correct and therefor will change it again. Wisdom is not a direct inherent of the mind but is rather a result of your experience and your data processing faculties: Intelligence and Intuition. So, Wisdom, as a Mental Faculty, will have to be removed.

The second change to the faculties is that Instinct has to take place there as well. Intelligence and Intuition is two different data processing units that are faculties of the mind but after long concideration I have found that our Insinct is also a data processing unit of the mind. Therefor it has to take place there as well.

So the Mental faculties are now: instinct, intuition, intelligence and will

October 24, 2009

Weapon damage update

Filed under: rules — anteolsson @ 17:10
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I have thought about how to calculate weapon damage back and forth for a while now. Today I was reminded that the Strength affects the speed of the swing with a melee weapon. Therefore ones Strength should increase the amount of dice you roll for the Damage Roll. So, now for every 10 levels of Strength you have you will roll an extra Die for damage. You will also add your strength value to the Damage Roll as a modifier. An example.

I have 10 Strength and I wield a longsword. The base damage is always 1d6 (no matter if you wield a weapon or not). The weapon damage for the long sword is 1d8. This adds up to:

2*Base Damage Dice+ 2*Weapon Damage Dice + Strength = 2d6 +2d8 + 10 = 14 – 38 Physical Damage

It is 2* both Base Damage and Weapon Damage because my Strength is at 10. If my Strength was 20 then the calculation would look like this:

3*Base Damage Dice+ 3*Weapon Damage Dice + Strength = 3d6 + 3d8 + 20 = 26 – 62 Physical Damage

There is also another factor that will increase the amount of Base Damage Dice and Weapon Damage Dice you Roll, and that factor is the sharpness of the Weapon. Sharpness Factor 0 is the lowest and you can not Roll any extra Dice for Damage. Sharpness Factor 1 will allow you to roll one extra Damage Die for both Base Damage and Weapon Damage. So the complete formula for calculating Damage is:

[Strength/10]d[BaseDamage] + [Strength/10]d[Weapon Damage] + [SharpnessFactor]d[BaseDamage] + [SharpnessFactor]d[WeaponDamage].

You could also sum upp all the multiples of Strength and Sharpness Factor before you calculate, so it looks like this:

Multiple = Strength/10 + SharpnessFactor. This in turn then gives the following formula:

[Multiple]d[BaseDamage] + [Multiple]d[WeaponDamage] + Strength.

Isn’t that wonderful?

September 4, 2009

Update – Attributes

Filed under: Faculties,rules — anteolsson @ 20:38
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I have been thinking back and forth about the attributes a character should have. There are certain that are mandatory such as Strength and Intelligence but there are also some that are far to specialized like Dexterity.  Dexterity only refers to your hands which is why Agility is a much better attribute as it involves the whole body.

I have added a new attribute called Intuition because we have nothing like our sense of intuition and it is a lot of the time a very important tool for survival. Our intuition gives us information about things without doing any activte thinking and it is the main tool a new born baby use for learning. I older ages we start using our intelligence and the more we train our intelligence the more we rely on critical thinking rather than intuition.

I have also rethought Charisma. As I see it ones Charisma describes an unseen and unexplainable force that draws us to people. Natural leaders are often called charismatic. The conclusion I have made though is that it has to do with some kind of balance in oneself. A nerdy professor in mathemathics is not called charismatic just because he is very intelligent and likewise a beautiful model is not called charismatic because of his or her good looks. You can make example out of every Attribute.
The charisma was before calculated by making an average of all the attributes but that does not take into account if your Intelligence score is much higher than your Strength Score. So, now you first take an avarage of all your attributes and then you subtract the sum of The Highest Attribute minus The Lowest Attribute.

On top of this I have found a way to implement Charisma in the game. It will work passivly and be a tool for the game master to decide how the people and intelligent creatures in the the world of Seventh react to the playing character. So it will work passively. So, if the playing character has a low charisma score, uneven attribute values, the game master would not have people starting talking to the playing character without the playing character taking the initiative.

The Intuition attribute will also work passively and the game master will use the Intuition value as an indicator of how much information that will be relvealed to the player without the player making any Intelligence rolls or the like. So the player cannot make Intuition rolls.

That is it for today

August 19, 2009

A guide to character creation

Filed under: rules — anteolsson @ 13:59
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Dear any,

I thought it might be good to have a guide for creating your level 1 character when you go on low level adventures. So, I have created a little guide which can be found here:


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