When we started our 7th Sea game, one of the players created an Inish boxer. His main story goal? Become a fighter renowned throughout Théah and to box the O’Bannon! The whole vibe of the character always reminded me of the South Park Russel Crowe spoof: Makin’ movies, singin’ songs, and FIGHTIN’ ROUND THE WORLD!
Unfortunately, life interviened and after only a few game sessions, this player had to take a indefinite sabbatical from the game. Before he left, to prepare for a string of title boughts in various ports-o-call, I created a series of tables to randomly generate boxing opponents of various skill. I think I finished them the day before he resigned the game.
Well I guess this work won’t be seeing much play in my game now, so I’m posting it here!
Random Boxer Tables
In the Other Corner…
The Kid (Green Fighter)
The Up and Comer
The Seasoned Fighter
The (Current) Champ
The Grizzled Veteran
The Exotic Foreigner
The Prodigal Son
The Augmented Fighter
Roll Twice; ignore this
Descriptor and Trait
The Mountain (Brawn)
Quick and Nimble (Finesse)
Head in the Game (Wits)
Tenacious and Unshakable (Resolve)
The Showboat (Panache)
Organized Crime is involved.
Your opponent throws the Match
Your opponent is the crowd Favorite
Your opponent is Altruistic (Man of the People); has vowed to donate all winnings to a popular cause
Your opponent dies at the End
Fat Purse (+1 wealth point to the winner)
A Fate Witch is secretly manipulating the fight
Showcase Match; your opponent is completely mismatched
Jab: Jab is a short straight punch
Cross: Cross is a straight punch delivered from the side
Uppercut: Uppercut is an upward punch that comes from underneath the opponent’s guard
Hook: Hook is a swinging blow with the elbow bent
Body Blow: Body blow is a punch to the body
Block: Blocking is the use of the shoulders, arms, or hands to prevent an opponent’s punch from landing cleanly
Bob and Weave: To bob and weave is to make quick bodily movements up and down and from side to side in order to dodge punches. In boxing bobbing moves the head laterally and beneath an incoming punch. As the opponent’s punch arrives, the fighter bends the legs quickly and simultaneously shifts the body either slightly right or left. Fighters generally begin the bob and weave to the left, as most opponents strike with their left hand, or jab hand first.
Stance: Stance is the position adopted by a boxer in readiness to land or receive punches
Clinch: To clinch is to hold one’s opponent in such a way that he cannot throw punches
Corkscrew: Corkscrew is a punch thrown with the elbow out and a twisting motion of the wrist
Counter: Counter is an attack made immediately after an opponent throws a punch
Feint: To feint means to fake a punch with the intention of disorientating one’s opponent
Guard: Guard is a defensive stance, with the gloves raised to protect the face
Haymaker: Haymaker is colloquial term for a wild swinging punch
Hold: Hold is a grip of the opponent that prevents him from throwing punches
Infighting: Infighting is engaging at very close quarters, so that it is impossible to throw full-length punches
Reach: Reach is the distance between the fingertips of the outstretched arms of a boxer; (cricket) the extent to which a batsman can play forward without moving his back foot
Rally: Rally is a sustained exchange of blows
Roundhouse: Roundhouse is a wild swinging punch
Sidewinder: Sidewinder is a blow struck from the side
Your own personal Jesus Someone to hear your prayers Someone who cares
— Personal Jesus, Depeche Mode
In 7th Sea, a dievas is an ethereal, fey or demonic-like being straight out of Lithuanian folklore. Obscenely powerful, the only way they can make mischief in the world is through the complicit actions of a petitioner: a losejas. They is the classic crossroads demon, happy to grant you your fondest desire, but always seeking to twist it to serve their own mercurial ends.
Dievai can come in many shapes and forms. No doubt they might come completely imagined by a player or GM. But sometimes its fun to add an unexpected twist to the mix. For that purpose, I offer you a collection of random tables to help generate a dievas for a storyline. Roll on as many as you like. The first group determine how the dievas usually appears to its losejas. The second, its usual personality in such meetings. The third set of tables determine what sort of conditions the dievas appears under, and what phenomena (if any) herald its arrival. Together, they should give you plenty of room to build upon.
Neither snow nor rain nor heat nor gloom of night stays these couriers from the swift completion of their appointed rounds. — inscription, James Farley Post Office (NYC)
Here’s a handy table to use when your players go hiring courtiers to ferry messages around town.
It’s Complicated: Roll twice, ignore this result again.
Played for Fools! The message courier is actually in league with enemies of the PCs or recipient. The message is altered to suit the whims and designs of these enemies.
Intercepted! The message never makes it to the intended recipient; it has been intercepted by enemies of the PCs or the recipient.
Bad Choice: The courier hired to deliver the message is completely unreliable. Hours later, he is found drunk in a local tavern and has lost the message. Roll again and reduce the result by half (a roll of 10 would be 5, etc.),
Waylaid: The message courier is waylaid by an agent unrelated to the messaging parties. It does not reach the intended recipient.
Blocked: An event or problem prevents the message from ever reaching the recipient.
Mystery: The message reaches the recipient with no complications. An unrelated third party has somehow learned the contents of the message through secret means and uses that information to further its own agenda.
Delay: A unexpected problem arises; the message takes twice as long as expected to reach the intended recipient.
Issues: An unexpected complication delays delivery of the message, which arrives slightly later than expected.
Business as Usual: The message is delivered in the expected manner.
Good Time: The message reaches the recipient earlier than expected.
Excellent Time: The message reaches the recipient considerably earlier than expected.
Intercepted! The message makes it to the intended recipient but is intercepted along the way by enemies of either the PCs or the recipient, who now know the contents of the message.
Surprise: The message is delivered but the response is not what is expected.
Unknown/Unexpected Ally: Someone unknown to both parties is somehow aware of the message contents and acts in a way that benefits both the PCs and the recipient.