I bought two manuals (both Nations of Théah) plus a set of Hero Points. The thing is that two manuals got delivered, but they are not the ones that I asked (both are the same, The New World). The set of Hero Points did arrive too.
I've already contacted johnwickpresent.com via the Contact section in their homepage and their Facebook account. My question is: has it happened this to you? If so, how much do they take to answer and what has been their proposed solution?
This is a dramatic sequence, each day is a Raise, and after 7 Raises spent (February 25) my friend who is in the US and got the manuals for me (we're Chilean) returns to Chile.
Thank you very much in advance!submitted by /u/NachoFailconi
Earn a Hero Point when you enforce the ancient aws of your people.
Trouble is I don't have any idea where to look for these laws and ways. Any help is very welcome.submitted by /u/HeckfyEx
Am i readin the book right? Early in the mechanics it says:
"When a Strega uses a Tessere, she spends a Hero Point and takes at least 1 Lash"
And it also says:
"Using a Tessere during an Action Sequence must take place on your action, and costs 1 Raise in addition to any other costs"
Here's my problem. The descriptions under individual powers emphasise the use of Hero Points and Raises. Are all these inclusive?
Does a Major Blessing cost me 3 raises (Read, Kiss, Blessing) and 2 Hero Points (1 Tessere use +1 for Major?) And X lashes
Does Minor Arcana cost me 2 raises (Read, Arcana) and 2 Hero Points (1 Tessere +1 under Minor dezcription) and 1 lash?
I haven't got much experience of the game, but that feels awfully punitive. Should the base descriptions be ignored and only pay the costs under powers? Or have others found it balanced?submitted by /u/btriplem
So I'm looking to start working on Explorer's Society content tonight and what I want to do is add three new nations in a region of a super island between Sarmatia and Anatol Ahy. I'm probably going to call it Illyria in reference to the real world Balkhans and put it under Crescent rule. It's to include three nations: one based on Croatia-Slovenia, one based on Serbia-Macedonia, and one based on Bosnia-Albania. Basically a Vaticine nation, an Orthodox nation, and a Dinist nation.
Here's the reason I'm posting here: I know a bit about the Balkans but not enough. Anyone have any suggestions or input for this write up or just a general desire to see it happen?submitted by /u/WanderingPenitent
I've only ever played 5e. Thinking of running a "pirate" campaign. Should I homebrew 5e or use a different system (i.e. 7th Sea)?
I probably shouldn't tempt myself anyway since I've not nearly finished with the campaign I'm currently DMing... but... I have in mind an idea for another campaign I could run when I'm finished with this one.
My idea would be a very sandboxy game where the PC's all start off in a small fishing community, one of the characters having recently inherited their father's fishing boat... but all of them have much larger dreams than fishing their entire lives. One of them stumbles across a treasure map/rumours of treasure in a tavern, and they set off on an adventure.
I'd want them to be able to choose between being full-on pirates, being privateers (i.e. sponsored by one of the countries), or joining up with one of the countries' naval fleets to pursue a more formal/legal career.
I'd want them to be able to level up a bit in terms of individual power, so that they could handle being boarded/boarding other ships, and go on some short land-based adventures (e.g. to find treasure or infiltrate fortresses). But... the main power progression would come from buying new ships and upgrading them, all the way from an unarmed fishing boat, to some comically gigantic 5-6 decker frigate (or commanding several ships in a small fleet of their own).
Also, the ship combat would hopefully be highly strategic - the players would have to take into consideration the wind speed/direction, as well as any of the sea currents around the combat map (and would hopefully start to emulate real naval tactics such as using lines of their heaviest ships to sail past the enemy's lines etc.).
I dunno, as I say I'm already running a campaign (or supposed to be though I'm running out of steam with it a bit) so I'm not likely to try this sort of campaign anytime soon... but I'm just curious to know if 7th Sea would be the system to use if/when I decided to try it...submitted by /u/Pesto_Power
I'm customizing my 7th Sea GM Screen with some rules that are easily forgotten (and, of course, not written on the screen), and I ask for your help to remember some of them. So far the ones that I've pointed out are:
- Benefits and penalties from Dramatic Wounds.
- Benefits of having a skill at Ranks 3, 4 and 5.
- Use Flair and Improvisation
- A homebrew rule about Pressure (Villains must spend a Danger Point to use it, so Heroes should spend a Hero Point to).
- Some clarifications about Villains (up to how many dice they roll, how Influence is undermined or raised, how to compute her Wounds).
What other rules do you most likely forget? Which ones do you recommend me to write down? Any help will be appreciated. Thank you!submitted by /u/NachoFailconi
[X-posted to some Facebook groups]
Ahoy shipmates! This is a call for interest in a collaborative mega-dungeon project for charity:
In the Pirate Nations book, they refer to this mysterious system of caves and spiral ruins and underwater monsters beneath Aragosta, called the "Forever Reef" - but they don't give much detail. And I was thinking: "Wouldn't it be cool to get a bunch of 7th Sea players and GMs together and do a collaborative mega-dungeon design?" This might be the first mega-dungeon for 7th Sea 2nd ed!
Interested? Let me know! Here are the highlights:
The mega-dungeon is split into "zones:" for example "The Underground," "The Explorer's Society HQ," "The Upper Spiral," "The Lower Spiral," "The Old Cultist Hideout," "The Underground Lake," etc.
Every contributor is invited to write up descriptions for up to 3-4 rooms in a zone, or make some art, or design some NPCs or monsters that can be inserted anywhere. Room write-ups can describe the encounters within: hazards, puzzles, atmosphere, NPCs, Villains/monsters, etc.
If it works out, I'd also like for us to decide on one central theme or mystery for the lower part of the dungeon: what WERE the ruins, and what might happen when adventurers get to the "end" of the dungeon? Everyone who contributes will get to vote on that, and we'll choose one - or one "canon" one and a few alternatives. Other than that, though, contributors have the freedom to do whatever they like.
An editor (probably me) will piece all the rooms together into a more or less coherent experience. Then, we put it up on Drive-Thru RPG as Pay What You Want, and give the proceeds to a charity.
If you're interested, please let me know! I'd like to get started soon!submitted by /u/DrColossus1
This thread is a good idea. I feel like it would be valuable to have a comprehensive but summarizing look at what's going on in the world circa 1667. Who are the major players, what are the major plays. The setting is a big one, and can be intimidating for new GMs (or just those new to the setting).
What do you think are the key storylines in the world at start?submitted by /u/washeeler
Sunday, February 11th @ 8:30 pm CST, I will be hosting an open tutorial for running 7th Sea over the Roll20 VTT system. Anyone who is interested in checking out Roll20 or specifically running 7th Sea on it are welcome to attend. If you are a seasoned 7th Sea GM with experience with Roll20, I would love to have you join the discussion. If you are interested in attending, you can leave a message here, or send me a private message on Roll20.
You will need at least a basic Roll20 profile to attend.submitted by /u/BluSponge
Let me be clear by saying that, while I am also new to 7th Sea and GMing as a whole, I at least have knowledge from DnD/Pathfinder in character creation, albeit them being fairly different.
But the people I'm considering trying to get to game with me, mostly various friends from school and what-have-you, have absolutely no knowledge of character creation or any sort of tabletop RPGs. I thought it would be fun to try to run a game for them, seeing as it would be a new experience for all of us, but if you don't sit down and read the rules it isn't exactly easy to make a character, and a Core Rulebook isn't exactly cheap...
So how can I try to explain the process of creating a Hero in a way that's somewhat easy for everyone to understand? Trying to do in-depth explanations to every single person might get overwhelming...
TLDR: I want to start a campaign with my friends, but they have no idea how to play an RPG, and mostly need help explaining the process of character creation.submitted by /u/jiksis
We have recently started playing our 7th sea campaign, we have 5 players from all over and well, we all took sorcery to at least some extent. It made that comparing them was inevitable, and while we can easily understand how some are stronger or weaker than others, it all seems to be balanced in some way. All except Mithaq Alqadim, it feels. The sorcery does have some inherent bonuses just by having it (not to the one who actually has the sorcery, but that's the theme of it, and that is fine!) and the minor sorceries in it seem mostly fine, the major ones though...feel really underwhelming. The idea is that to activate a major sorcery you need to have 2 different characters each spending a hero point, so one would expect something quite amazing for that, and while some of it seems alright (agonize, for example, which basicaly doubles the effect for the extra hero point) Some just feel like they need a big change. I have 2 specific ones in mind at least and would like some thoughts/suggestions on the matter:
Khadim's gift: The minor version (1 hero point) allows the caster to activate an opportunity for another character, and is usable even when it isn't your turn to act. This seems like a fair use for a sorcery - something that isn't really doable otherwise, not a major change (1 person is using the raise instead of another, but also out of order, so hero point) The major version, however, basically states it allows to do what the minor does, or just create an opportunity for someone else in the scene. So, that's 2 hero points for something essentially anyone could do with a raise? That seems quite weird. This one was used in our game and what the GM did was allow to create something that wouldn't normally be possible, create something that wasn't there.
The other one that comes to mind is shared suffering. Minor version allows you to share the wounds someone takes during the scene, splitting it between the 2 of you. Major version (again, 2 characters must spend a hero point) allows you to take half of the damage and prevent all of it from the other character, but this can only be done on the one carrying your thiqa. While this seems like it...might be alright? The thing is we have another character in our group with the Mohwoo magic (the magical tattoos, from pirate nations) and she can do exactly that, on any character and not just one specific one, for 1 hero point, as a minor ability.
I can understand if the major abilities here would not all be double what a normal sorcery could do, as you are doing it in 1 action, but for one to be weaker than your minor version of the same one? or almost as good as a minor version of another sorcery?
I am wondering if anyone noticed this, has thought of ways to tackle this, or even better, are there any "official", so to speak, changes that may be in work?submitted by /u/CookieGolem
So I started reading through the New World book to prepare a campaign in Aztlan and I took a look at the map and got really confused. There are just SO MANY REGIONS that are not covered by the book. Will there be another book to cover stuff like Hunt'a Yunka, Tuku Pampa Jungle, Atiyura Island, Sinchi Moqo Moutains etc.? It seems strange to think that almost 50% of the map are completely open for own ideas and world-building.submitted by /u/H4tedHer0
The ship that was meant to be just a 15 minute intro encounter, which I only wrote a paragraph for took 3 hours. First off, holy crap I didn’t think I could make up so much nonsense on the fly. I think it went really well even though it ended with an argument about the rules of Arcana: intuition. Here’s my question though: how did you make an action scene you know your players are supposed to lose without having them lose all hope and quit or feel like they’re decisions don’t matter? It’s really hard to do an engaging action sequence when it’s so hard to fail anything.submitted by /u/TheDivineRhombus
So my rotation of writing stuff has brought me back around to 7th sea. What would you guys rather see something from: Pirate Nations material, Crescent Empire material, or New World material?submitted by /u/Cryhavok101
In the Nations v1 book, under Avalon, there is a comment about trading 4 favor with the sidhe for 'Glamour' magic, without being a knight. 1 Major OR 2 minor, and that it only is available for a week or so. OK, cool. In 'Backgrounds' there is a 'Sidhe Squire' background, with 1 Sorcery instance, 'Glamour' only.
Does this mean a 'Sidhe squire' is just a beginning Knight, with only 1 sorcery? or do they have 'Glamour' magic as described under Sidhe favor? If the later, Is it permanent? or does it need to be maintained somehow? This also seems cool, except you end up with all the restrictions of a knight, but half as powerful.
That said, I kind of like it as a way to get glamour magic without being a 'knight' - which seem to me more of a character path then just magic. Thoughts?