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[2nd. Ed]Tips for a new master

Reddit Feeds - Sun, 04/22/2018 - 17:21

I am preparing to start mastering my first adventure with 7th sea. I only have the core book, mind that.

I would like for some experts giving me some tips and solving my basic questions.

How do you guys figure the strength of the villains and brutes you send after your players? Or even monsters....

How do you guys figure the raises needed to complete certain tasks? When should i make them harder?

How could i help my players figure personal quest and story lines to advance their characters? This is more in the case any of them need some help with char cration.

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dealing with a gun specialist

Reddit Feeds - Thu, 04/19/2018 - 18:30

I've got a player who has built his character to specialize in using guns. We started the campaign as a 1e game, and did the introductory adventure they provide (the lady's favor I think) and whenever they would kill (or knock out) a musketeer they would strip him of his weapons, so the party has like 30 some odd guns in their possession. When we switch to 2e this has made him exceedingly dangerous, as he roles around 12 dice (as I said he focued almost entirely on firearms so his wits is 5 and his aim is 5, plus advantages) and just drops and draws the next gun in his possession . He's dealt upwards of 5 or 6 dramatic wounds in a round when he's gotten good rolls (since each shot with a gun also delivers a dramatic wound automatically).

How can I counter this type of character in combat? It seems fairly difficult for anyone or anything to stand up against him when he's doing that much damage.

submitted by /u/kynian
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Ships Hits and Critical Hits

Reddit Feeds - Wed, 04/18/2018 - 13:19

Ahoy, mates!

As I see in the Core Rulebook (p252), a ship can take 5 Hits before it takes a Critical Hit, and with 4 Critical Hits, it becomes Crippled.

But in Pirate Nations book, there is a ship sheet (p207) with a hit tracker and it has only 4 Hits before a Critical Hit, like the Death Spiral.

Which version is the correct? Five or four Hits before a Critical?

Thank you for your answers!

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Fish Major Mahwoo - Weak?

Reddit Feeds - Tue, 04/17/2018 - 01:22

To activate the power of a mohwoo, a Hero invokes the tattoo in some way (sometimes by touching the tattoo or muttering a particular phrase that has personal import, others by simply concentrating for a moment—the process for activation is always unique and personal) and spends a Hero Point.

Fish (Major) Activate this mohwoo in place of spending a Raise during an Action or Dramatic Sequence when your task involves swimming, or when being in water (at least half-submerged) would be advantageous to the Action you wish to take.

Am I over valuing hero points? I feel like using a hero point instead of a raise is a bad deal and this is a major power.

submitted by /u/MFWalter
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Villainous Duelist

Reddit Feeds - Sat, 04/14/2018 - 04:07

I just finished my first GMing of 7th Sea. We ran "The Castle" Adventure with three pre-made charaters {Ambrozy Czyzyk, Bietrix de Veau, and Ludwig Schlammmann}. We generally had a good time, but we had some bumps in the road. Gonna make a few posts about the bumps.

In the scene "Bandits at the River" the villain is a duelist and the tactics says she will use challenge duelist heroes to single combat to avoid being ganged up on. I liked this idea, but then when my players reached this point their immediate response was that they shouldn't have to respect the challenges of a bandit and a slaver. I impressed upon them the importance of honour and guild membership and we pushed forward, but it lead to a lot of questions I could not answer. Why do hero duelist have to respect the challenges of random bandits/slaver duelist they are in the woods to capture? How can you trust the villain duelist to respect the duel? If the villains are breaking duels, why are they still part of the Guild? If the villains are NOT breaking duels, still, why are they part of the Guild? Does the Guild care so little about right and wrong so long as people respect the "law" of the duel?

submitted by /u/MFWalter
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Dealing with Defeated "bad guys"

Reddit Feeds - Sat, 04/14/2018 - 03:57

I just finished my first GMing of 7th Sea. We ran "The Castle" Adventure with three pre-made charaters {Ambrozy Czyzyk, Bietrix de Veau, and Ludwig Schlammmann}. We generally had a good time, but we had some bumps in the road. Gonna make a few posts about the bumps.

In the scenes "Bandits at the River" and "Abandoned Churchyard" you end up with 15+ defeated "bad guys". This caused my group trouble. They felt a sense of urgency to continue onto confronting the baroness, but they felt like just abandoning slaves and cultist they had just defeated was not an appropriate action. That said three heroes can't be dragging five times their number of captive criminals into dangerous situations.

In the end I convinced them to just "hero wave" it in the style of a cheesy movie where no one ask what happened to the mooks the heroes fought through after they scene so that we could keep pushing on, but it didn't feel right.

How do other people handle these situations? It is just poor planning on the part of those scenes or is there something about the situation I missed that would have cleared things up?

submitted by /u/MFWalter
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2nd ed. sorcery in 1st ed. game

Reddit Feeds - Mon, 04/09/2018 - 09:17

We're about to start a new 7th Sea campaign, and like others before us we want to use the 1st ed. rules but the updated setting from 2nd. ed. No big deal so far.

However, I'm unsure about Sorcery. It's so integrated with the setting that I would like to use 2nd. ed Sorcery, but then the rules for many of the magical feats don't make sense. Before we start making up our own rules, do you know if anyone did a conversion of 2nd ed. sorcery to 1st ed. rules already? Thanks!

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Sorte deck extras: Virtue and Hubris

Reddit Feeds - Sat, 04/07/2018 - 12:16

The physical Sorte deck has two extra major arcana cards over those listed in the book: The Duel and The Betrayal.

As the cards are available, I thought I'd have a go at creating Virtues and Hubrises for them. Please let me know what you think!

The Duel

Virtue: Compelling

Activate your Virtue and target a Villain. For the remainder of this Round, that Villain is under Pressure to act only towards you.

Hubris: Compelled

You receive a Hero Point when you forego the greater good to pursue a personal victory.

The Betrayal

Virtue: Incisive

Activate your Virtue and nominate an NPC. The GM will tell you that NPC's most significant weakness right now.

Hubris: Fearful

You receive a Hero Point when you accuse an NPC of betraying you, and you have no evidence.

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Lands of Gold and Fire backer preview is out

Reddit Feeds - Fri, 04/06/2018 - 12:26

What are people's thoughts so far? Haven't had a chance to do much more than quickly skim through it so far.

submitted by /u/washeeler
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Choosing a sorcery type for a new character

Reddit Feeds - Sat, 03/31/2018 - 20:36

This is my first time playing any 7th sea game, and before I read through the rulebooks, I had an idea of a magic-using character I wanted to play. The only problem is that I really wanted him to have some sort of illusion magic, and I’m having trouble finding that specifically in the rules. The closest I’ve been able to find so far is the Star rune in the Galdr system. But unfortunately that’s only for other people, not yourself. Maybe I’m just not good at looking for things, though, and haven’t found it yet.

Any advice on what system of sorcery to use? Which is the most effective, or fun, or interesting, for example. Is there a guide to making your own Dar Matushki or Tura’s touch gifts? I seem to remember seeing one somewhere but I’m having trouble finding it again. Is there any other ways to use illusion magic besides that rune?

Edit: I have my heart set on the character being male, so no Sorte.

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Brotherhood of the Coast Pirate Council - A mystery concerning the original 9 Members!

Reddit Feeds - Tue, 03/27/2018 - 11:34

There's a fun little opportunity in some errata I found in the Pirate Nations book, in the section on the BotC.

In discussing the birth of the Republic, it says the original nine Council pirates were (numbering mine): 1: Roberts, 2: Reis, 3: Aardig, 4: Fevrier, 5: Carrigan, 6: Hupia, 7: Vinter, 8: Quijano, 9: Cannonnaso and 10: Gosse.

Through the rest of the text, we learn more about Roberts, Reis, Aardig, Fevrier, Hupia, Vinter, Cannonnaso, and Gosse.

We never hear any more about Carrigan and Quijano. So.

  • Were there 9 original members? Or 10?
  • Who the heck were Carrigan and Quijano? Were they the same person? Were they both aliases used by a mysterious third person? Or a mysterious third... entity?

Anyway, I thought we might have some fun with this and see if there are good storytelling possibilities.

Any thoughts? /u/wunderwerks ?

submitted by /u/DrColossus1
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Combat actions

Reddit Feeds - Sun, 03/25/2018 - 17:25

Hi /7thSea I just started to GM this system last week and i have some doubts about what can my player do and what can't.

They are fighting a bunch of zombie like creatures (people affected by the plague), plus a villain which is the guy/monster who is spreading the plague.

Now, both me and the players are new to the system and, during the fight, they are asking me to do stuff like "break his leg" or "pin him down". I don't really understand how to rule this. Can you help me?

N.B. the fight will be pretty easy because they just have to put him on fire. They will understand soon that he is pretty much too much strong for them, even because none of them is a duelist.

Sorry about my english, and thanks

submitted by /u/Sohef
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Rules question

Reddit Feeds - Sat, 03/24/2018 - 12:26

Why would anyone ever do anything other than laser focus a character one one skill/trait, say weaponry/brawn as a simple example, then approach literally every risk with that skill/trait and simply improvise? What's the benefit of using another skill set?

Need to pick a lock then sneak across the room? "I draw my sword and destroy the door with strength of arms". I'll roll 12+ die, 10s explode, sets of 15 for 2 raises. I'll spend 2 raises to improvise and pull out my lockpicks and pick the lock, one or two on opportunities, the rest negating consequences. Do the same thing negotiating with the king. Or outsmarting a sidhe. Or navigating a synreth artifact. Or to fight a drachen.

submitted by /u/thegiantshoe
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