The Warrior's Guide to Witchcraft: The Swordsman Witch's Manual

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The swordsman witch is a mythical character that combines the skills of a proficient swordsman with the powers of a witch. This unique combination allows the swordsman witch to convert physical matter and manipulate it according to their will. The main idea here is their ability to convert physical objects into different forms or states. The swordsman witch possesses a deep understanding of the elements and the fundamental forces that govern the universe. They can tap into this knowledge to transform objects or materials into something else entirely. For example, the swordsman witch might turn a simple rock into a fiery projectile or morph a tree branch into a deadly whip.


Aldana Training [Weaponry]: Requires the Swordsman Training stunt and an aspect relating to this school. When using Aldana, you are considered to have the On top of It and Ready for Anything stunts.

On the other hand, if you only raised one knack in a skill, you may want to take that skill at a relatively low level in SotC and then get an aspect just for that knack, like Master Lockpicker. Unlike 7th Sea, SotC has a fixed list of skills 7th Sea doesn t have one in the sense that new supplements were always creating new ones and everyone has some level of ability in each skill, as mentioned above.

The swordsman witch convert physical

For example, the swordsman witch might turn a simple rock into a fiery projectile or morph a tree branch into a deadly whip. These transformations happen almost instantaneously, highlighting the incredible power and skill of the swordsman witch. The ability to convert physical matter is not limited to inanimate objects.

The swordsman witch convert physical

Unlike 7th Sea, SotC has a fixed list of skills (7th Sea doesn't have one in the sense that new supplements were always creating new ones) and everyone has some level of ability in each skill, as mentioned above. Generally speaking, the best way to convert is to look at the list of SotC skills and decide what ordering they come in for you — what's your best skill, what are your second- and third-best skills, etc. You may or may not want to ignore knacks in doing this calculation: if you're basically equally good at all knacks in a skill, then you can just get the skill at a certain level in SotC and you'll be good at all the sub-parts of it (which tend to correspond to knacks). On the other hand, if you only raised one knack in a skill, you may want to take that skill at a relatively low level in SotC and then get an aspect just for that knack, like Master Lockpicker. In some cases a 7th Sea skill may not correspond to a SotC skill at all, especially for the more specialized stuff in later books; if you have something like Whaler that isn't going to come up much you're probably better off just taking it as an Aspect.

  • Academics: All scholarly skills (anthropology, history, geography ..). Covers: Doctor, Scholar, high Wits
  • Alertness: Perception and reaction time. Covers: Combat Reflexes (advantage), Keen Senses (advantage), high Wits
  • Art: All art skills (music, dance, painting ..) Covers: Artist
  • Athletics: All physical skills (running, jumping, climbing ..); can be used to defend in most fights. Covers: Athlete, high Finesse
  • Bows: Firing and maintaining them, both bows and crossbows (is subsumed by Weapons under the normal rules). Covers: Archer, Crossbow.
  • Burglary: Skills related to breaking and entering, casing joints, and so on (includes some things covered by Sleight of Hand in the normal rules). Covers: Criminal, Spy, Streetwise
  • Contacting: Number of people you know, information-gathering, etc. Covers: Courtier, Streetwise, Connections (advantage)
  • Craft: Making things (is Engineering in the normal rules). Covers: Merchant
  • Deceit: Fooling people and hiding your intentions. Covers: Courtier, Performer, Spy, and the Sincerity knack in particular
  • Empathy: Ability to read people. Covers: Courtier, Performer, Spy, and the Cold Read knack in particular
  • Endurance: Physical resilience. Covers: high Brawn, high Resolve, Toughness (advantage)
  • Fencing: Using small- and medium-sized light weapons (knives and fencing swords, pretty much, but any weapon where accuracy is more important than strength, so whips too, or small improvised weapons) (is subsumed by Weapons in the normal rules). Covers: Fencing, Knife, Buckler.
  • Fists: Fighting with 'em, and defending in a fight while doing so. Covers: Pugilism, Panzerhand, Dirty Fighting, Wrestling, high Brawn
  • Guns: Shooting them but not dodging them (that's Athletics). Covers: Firearms
  • Heavy Weapons: Using large or heavy weapons (axes, broadswords, and any weapons where strength is more important than accuracy, including large improvised weapons) (is subsumed by Weapons in the normal rules). Covers: Heavy Weapon, Polearm.
  • Intimidation: Staring down opponents with your steely eyes. Covers: high Resolve
  • Investigation: Noticing, detecting, analyzing. Covers: high Wits
  • Leadership: Number of sidekicks and henchmen, law skills, politics, etc. Covers: Commander
  • Medicine: Healing, anatomy, biology, chemistry, alchemy (is Science in the normal rules). Covers: Doctor
  • Might: Feats of strength. Covers: Wrestling, high Brawn
  • Perform: Acting, dancing, working crowds, oratory, storytelling (more or less is Gambling in the normal rules, plus a little Sleight of Hand). Covers: Perform, Courtier, the Gambling knack
  • Rapport: Ability to get on well with people. Covers: Courtier, Merchant, Performer, Servant, Spy
  • Resolve: Willpower. Covers: high Resolve, Indomitable Will (advantage)
  • Resources: Cash, equipment, and a snazzy headquarters. Covers: Commission (advantage), Inheritance (advantage), Patron (advantage)
  • Ride: Horses and wagons (is Drive in the normal rules). Covers: Rider
  • Sail: Everything to do with boats and the ocean (including swimming) (is Pilot in the normal rules). Covers: Sailor
  • Sorcery: Doing sorcery, fortune-telling, etc (is Mysteries in the normal rules). Covers: Sorcery
  • Stealth: Sneaking and hiding. Covers: Hunter, Criminal, Spy
  • Survival: All "nature" skills (tracking, hunting, making a fire ..) Covers: Hunter

7th Sea Character Elements: Advantages and Languages

These are the most difficult to convert in the sense that they can convert to any of the three kinds of SotC things (skill, stunt, or aspect). Usually it's pretty obvious when an advantage corresponds to a skill, so we can mostly focus on the stunt/aspect tradeoff. The main differences are: aspects cost a fate point to activate whereas stunts are usually free; stunts are more specialized than aspects and can only ever apply to one skill; stunts can let you do something nobody else can whereas aspects (usually) only boost skills; and you have ten aspects but only five stunts. I think the most useful way to do it is decide if it can apply in multiple situations or to multiple skills: Large/Small, Faith, Dangerous Beauty, Sophia's Daughter, University Education. If so, it should be an aspect. On the other hand, if it's more specialized or is used more frequently or is an item or should do something other than just give +2 to a skill — Combat Reflexes, Scoundrel, Servants, Dracheneisen — it should be a stunt. Finally, languages are covered explicitly in the rules already: you know languages based on your Academics skill, and then there are Academics-related stunts to learn more.

7th Sea Character Elements: Arcana, Backgrounds, and Nationality

These all just become aspects. If you have a virtue that gives a specific bonus (like, the Moon gives a bonus to perception rolls) that could convert to a stunt instead (probably an appropriate stunt off the Alertness or Investigation lists). If your nationality isn't a big part of the character you don't have to take it, but it can be useful as an aspect to represent things any Vesten would know, or traditional traits of a nation (Avalonians are stubborn, Montaignes are haughty and stylish, etc).

7th Sea Character Elements: Swordsman Schools

There are several ways to do this, but the ideal, I think, involves committing a reasonable amount of character resources but not so many that you can't do other things. Looking at the Weapon of Legend stunt for a comparison, I think a reasonable number is two stunts and one aspect. Thus:

Swordsman Schools: To belong to a school, you take one general stunt (Swordsman Training), one specific stunt (Ambrogia Training), and one aspect relating to your school (Ambrogia Apprentice, Student of , Self-Taught Leegstra Swordsman). The aspect works like a normal aspect; the stunts follow this paragraph. Note that the school-specific stunts tend to grant other stunts; you can take more stunts that use these as prerequisites, but then you can't use the other stunts if you're not using the school. Also, some of the stunts technically apply to Fists — assume in this case they apply to whatever the school's weapons are. Also also, in theory you could make up more stunts to model the higher-level abilities and take those as you get more experienced. Finally, to learn a second school, it just costs one stunt and one aspect, since you already have the base stunt.

  • Advanced Training: Difficulties for doing "advanced" dueling maneuvers (disarm, lock blades, tag) are reduced by 1.
  • Exploit Weakness: After having been in a fight with someone using a particular swordsman school, you may choose to study that school. When fighting someone who is using a school you've studied, you can tag their school-related aspect for any roll of yours during the fight, and the first tag is free. You may have a number of schools studied equal to half your Weaponry skill, rounded up (you can choose to un-study schools to free slots). Your own swordsman schools are automatically studied, and don't count against this limit.

Aldana Training [Weaponry]: Requires the Swordsman Training stunt and an aspect relating to this school. When using Aldana, you are considered to have the On top of It and Ready for Anything stunts.

Eisenfaust Training [Weaponry]: Requires the Swordsman Training stunt and an aspect relating to this school. Another unpopular one, which could have stunts like Donovan, or perhaps Piledriver when breaking things with your Panzerhand.

Valroux Training [Weaponry]: Requires the Swordsman Training stunt and an aspect relating to this school. When using Valroux, you can make a Rapport roll to place a fragile Infuriated aspect on your opponent (which can be tagged once for free and then goes away). Actually, anyone can do that, but you can do it as a secondary action as part of an attack/defense (ie, taking a -1 to the primary roll).

7th Sea Character Elements: Sorcery

Sorcery is pretty similar to swordsman schools. The main differences are that the stunts add capabilities rather than give you bonuses, and that in some cases you want to model using sorcery to aid other skills (like, Pyeryem up some cat ears to aid a listening check). Also, there's the whole half-/full-/twice-blooded thing, but I think this is easiest just not worried about: you buy however much sorcery you want to buy, and ascribe that to whatever blooding amount you want. Anyway, here are the stunts:

Sorcery [Sorcery]: This stunt means you can do some kind of sorcery, which you manage with your Sorcery skill. Just having this stunt by itself doesn't do anything, though, sorry.

Glamour [Sorcery]: Requires Sorcery. This stunt lets you take up to your Sorcery skill rank in aspects related to specific legends (Legend of Robin Goodfellow, Legend of the Green Man, etc). These aspects are applicable to any skill rolls it seems like they might be — Robin Goodfellow is applicable on any roll involving archery, Jack when outwitting people or doing tricks, etc. In addition, you can spend a fate point to get the apprentice-level effect of these legends, unless they're just some die adder (in which case you should just tag them as an aspect). You can maybe do other similar things with a Sorcery skill roll. You can spend more stunts on this to get access to more legends (probably three or four more per stunt), or to get access to the journeyman and master level abilities of the legends.

Laerdom [Sorcery]: Requires Sorcery. This sorcery sucks so it doesn't much matter, but basically this stunt lets you inscribe runes to get effects. You know one rune for every skill rank you have in Sorcery, and you roll Art (limited by Sorcery) when you want to inscribe them. Inscribing costs no fate points but you have to roll each time, and if you fail you take physical damage equal to how much you missed by. If you successfully inscribe, that creates an aspect (Rune of Styrke or whatever) that you can tag, with the first tag being free. Unlike normal aspects, however, these are tagged for +3 rather than +2, and only one rune can be tagged per roll. Instead of making an aspect, you can have the rune do whatever its other effect is, like the Fornuft rune lets you scry. Runes last for a couple rounds; if you want to make them last longer the roll is higher difficulty. You can spend more stunts on this to learn more runes (probably four or five per stunt), or to get access to the journeyman and master level abilities of the runes.

Porte [Sorcery]: Requires Sorcery. This stunt lets you blood items, sense the location of blooded items, summon blooded items, store away/retrieve items in a pocket, and catch items thrown/shot at you. These all require Sorcery rolls with various degrees of difficulty (the last one also requires an Athletics roll). You can usually reduce the difficulty of these rolls by taking more time to do them. You can blood one item per rank you have in Sorcery.

Advanced Porte [Sorcery]: Requires Porte. This stunt lets you teleport yourself and other people by walking to your blooded items. You roll Sorcery to see how long it takes you to do the walk, or maybe Resolve to resist the whispering voices.

Pyeryem [Sorcery]: Requires Sorcery. This stunt lets you take up to half your Sorcery skill (rounded up) in aspects related to animals (Cat Spirit, Wolf Spirit, Hawk Spirit, etc). These aspects are applicable to any skill roll it seems like they might be — Cat Spirit to let you move quietly or jump, for instance (when you use an aspect like this you partially transform — gaining cat ears or a tail or the like, depending on what you do). In addition, you can pay a fate point to turn into the given animal, which lasts until dawn or whatever it is. Also, you can use Sorcery to talk to animals (the difficulty is substantially lower within Ussura). You can spend more stunts on this to learn more forms (probably one or two per stunt) or to be able to transform "in spirit" without it being visible.

Sorte [Sorcery]: Requires Sorcery. This stunt lets you use the Sorcery skill to see the fate strands and arcana connected to people (this lets you use Sorcery to complement Empathy rolls, and you can use Sorcery to discover certain kinds of aspects for people). Furthermore, you can bless or curse people; this gives a +1 or -1 for all rolls associated with a particular suit (a Cups Blessing or Swords Curse). A blessing lasts until the associated roll comes up a -2 or worse; then the dice are rerolled and the blessing goes away. Similarly, a curse ends when the roll comes up +2 or better; the dice are rerolled and the curse goes away. It probably takes a Sorcery roll to place a blessing or a curse; regardless of whether the roll succeeds, the fate witch recieves a curse in that same suit herself. You can take additional stunts to make the curses more potent or longer-lasting, and to allow more complex strand manipulation (tugging, cutting, and creating).

7th Sea General Elements: Combat

  • Weapons: In normal SotC there are three kinds of weapons (fists, hand weapons, and guns). They all do the same damage, and are balanced because fists can't be disarmed and can be brought to fancy parties; hand weapons includes ones that can be thrown short distances; and guns can fire long distances but the Guns skill can't be used for defense. In 7th Sea, however, it's more practical to bring your sword places, guns are only packed on special occasions (and hardly ever used at the same time someone else is using a hand weapon), and somebody squaring off with fists against a sword is a little out of genre. Hence most people use swords, and (at least in theory) are distinguished more by their choice of swordsman school — the only other main distinction is whether you're using an axe or a rapier. To facilitate all this, then, somebody using Fists takes one more damage from any hit from an opponent not using Fists, and somebody using Guns does one more damage on every hit regardless (so yes, Guns vs Fists is +2). Further, Weaponry is divided into Fencing and Heavy Weapons, but (at least in this version of the rules) this only affects what swordsman schools you can take (though there are some interesting possibilities: Heavy Weapons could get +2 damage but -1 to hit, or +1 damage but -1 initiative, or +1 to attacks but -1 to defense).
  • Swordsman Knacks: SotC has the concept of maneuvers which let you place aspects or block actions, and that seems to pretty much cover the swordsman knacks: Bind is a block on them attacking, Disarm blocks them from retrieving their weapon, Feint places a Feinted aspect, Corps-a-corps places a Knocked Down aspect, Tagging places a Tagged aspect. Note that in this system anyone can do these maneuvers, but people with Swordsman Training get a +1 to their attempts.
  • Multiple Actions: SotC doesn't really have any equivalent of getting more actions for a higher Panache; you can do a minor action as a secondary action, taking a -1 to your primary action to also (for instance) move around, but this has to be something minor, not another attack.
  • Active Defense: There isn't really an equivalent of this either, but you can choose to do a full defense instead of attacking, which gives you a +2 to your defenses for the round.
If any other groups are found using this technique, they will be considered traitors and will be immediately executed'.
The swordsman witch convert physical

The swordsman witch can also transform living beings or their own physical form. With a swift motion of their sword, they can turn an enemy into a harmless creature or alter their own body to enhance their fighting abilities. This versatility makes the swordsman witch a formidable combatant, capable of adapting to any situation. It is important to note that this conversion of physical matter is not limited to offensive purposes. The swordsman witch can also use their powers to heal or protect themselves and their allies. They can convert injuries into rejuvenation, repairing damaged tissue and restoring their own vitality. Additionally, they can create protective barriers by transforming the surrounding environment into an impenetrable shield. The swordsman witch's ability to convert physical matter is rooted in their deep connection to the elements and their expertise in witchcraft. They harness the elemental forces and channel them through their sword, allowing them to manifest their will in the physical world. However, this power comes with a cost. The swordsman witch must maintain a delicate balance between using their abilities and the toll it takes on their own physical and mental well-being. In conclusion, the swordsman witch is a captivating mythical character that combines the skills of a swordsman with the powers of a witch. Their unique ability to convert physical matter sets them apart and makes them a force to be reckoned with. Whether it is transforming objects, altering living beings, or healing wounds, the swordsman witch's power to convert physical matter is awe-inspiring and adds an exciting element to their character..

Reviews for "The Battle of Two Worlds: The Swordsman Witch's Struggle for Balance"

1. John Smith - 2 stars - I was really excited to read "The swordsman witch convert physical" based on the intriguing title and synopsis. However, I was ultimately disappointed with the book. The characters were poorly developed and lacked depth, making it hard for me to connect with them. Additionally, the plot was quite predictable and didn't offer any surprises or twists. Overall, I found the story to be underwhelming and didn't live up to my expectations.
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