The subject line really says it all. If villains go first on every round. How do they parry? I feel like there is a good chance that this has already been dealt with somewhere but I can't find it.submitted by /u/SwarthyBrute
Hello guys, My friends and I are going to play our first session of 7th sea soon. So I was wondering about party composition, because the system is a non traditional one, so must be the party. In traditional RPG's a party normally consists of a Warrior, Rogue, Sorcerer and Healer/Cleric. As of now, our 7th sea party consists of a Duelist(me), a Spy, a Physician and a Sailor. What do you guys, most experienced players think? How can we make a balanced party in 7th sea?submitted by /u/danieldba
I have read the book, but am not sure I understand things fully.
I learn better by observation, so I was wondering if anyone knows of any groups that record their 7th sea games so I could listen to them and get a better handle on the rules that way?
Since I'll be GMing any games we have for it, I want to have a better grasp of the rules before I do. I know I can just play it by ear and run it however suits me, but I like to have a good grasp of the rules before I go changing them.
Thanks for any help you all can offer me.submitted by /u/Cryhavok101
I want to GM the 2e to my kids because i thought a more narrative game would be better that what my gaming group is used to play. It may be that my background is a bit to much crunch heavy but reading the rules I have problems warping my mind over how this is supposed to work.
I mean, I read some of the first examples ...someone trying to not get burn. He states what he will do, roll dices and expend them to achieve what he wants. Ok. Fine.
Then I reach "combat", people state what they want to do ... roll dices ...and ... spend them round by round independent of what they rolled for. Like ... "I rolled my skill in weaponry, but I use the raises to climb a tree"
Am I missing something? Did I read that completely wrong?submitted by /u/dimuscul
I'm finally getting to start up a game! My Players decided they want to be Ussuran monster (Leschy) hunters. Feel free to share your thoughts and feedback.
New Monstrous Qualities:
Noxious - The monster spews toxic fumes that hang in a thick cloud, spelling death for all those who go near. At the end of each Round, all Characters within the Scene take 1 Wound. Some toxins may be counteracted using special potions, compounds, or charms (subject to GM approval, and usually as part of an awesome quest.)
Final Blow - It may come in the form of wicked claws, a concussive scream, or unholy strength, but whatever it is, this monster has a particularly brutal final blow. Once per Scene, spend a Danger Point when attempting to deal Wounds against another Character. In addition to any Wounds dealt, the target also takes a Dramatic Wound as if they had been shot with a firearm.
Undying - Some monsters even once seemingly destroyed disperse into a cloud of mist or a murder of Ravens, only to return, stalking the countryside again a few weeks months, or even years later. When this Monster is killed, instead of dying, its Strength is reduced by 1 and it returns again to haunt the heroes days, months, or even years later (this Monstrous Quality may not be taken as part of the Dark Gift Advantage.)
Corrosive - The very blood, saliva, or slime of this monster burns, melts, and kills anything that touches it. Pick one: blood, saliva, slime. Whenever an object comes into contact with the selected bodily substance of this Monster, it begins to melt and dissolve, becoming unusable unless the Character immediately spends a Raise to recover the object before the monster's corrosive has a chance to take effect. Any character that touches the blood, saliva, or other bodily fluid of this monster with their bare skin immediately takes 1 Wound. Dracheneisen, Syrneth, and Sidhe items are unaffected.submitted by /u/kckrupp
In case I'm the only one around here who travels in OSR circles, Appendix N is big business there where lots of fans delve deep into the works that inspired the genesis of the D&D game. Since there doesn't seem to be a single source for inspirational works (past, present, or future) for 7th Sea, I'm starting to host one on my blog. So if anyone would like to suggest something in the film, television, or literature categories that inspire your games or ooze with 7th Sea flavor, I'll be happy to include it./u/BluSponge
7 months ago, Mike Curry posted that the Syrne had undergone a significant underhaul for 2nd edition, but he wasn't at liberty to say more. I'm wondering if anyone has been able to glean any more information since then.
The Syrneth theme was always one of my favorite parts of 1st edition, and the Explorers were my favorite faction. (Yes, even when the metaplot started going off the rails a bit.) I really, really want to work them into my campaign that I'm starting soon, but concrete information is a little sparse right now. I know I can make up whatever I want but I'd prefer to stick with canon when I can.
Any updates on Syrneth matters in 2E would be greatly appreciated. Also, if anyone has resources or inspiration for making up their own Syrneth material please feel free to share it. I've been looking into the Dead Names splatbook for Stars Without Number but it's a little too sci-fi for my purposes.submitted by /u/7thexplorer
I'm about to play 7th sea for the first time, and fell in love with the idea of creating a swashbuckler type of character, and then I came across the duelist, which fits perfectly into my idea. Reading about the duelist schools, I was particularly interested in the Sabat school, and after looking online, it really seems to be considered a top tier school.
I was then drawn to a post in this forum, with the following sentence: "So my first build was 3 finesse, 4 advantage points in sorcery to buy 4 ranks in Legendary Finesse and then go with Sabat Gambit for a lofty 10+raises damage"
Could someone explain to me how was this calculation made? Legendary trait replaces one of your dice with a 10, which is also a raise. Assuming that the autor had 3 in weaponry(maximum for starters), with 3 finesse his Sabat Gambit would hit for 3 + 3 + raises(1 raise guaranteed) = 6 + raises, a minimum 7 damage. How did he get 10 + raises?submitted by /u/danieldba
Okay. There's now a few products for ES out there. But one thing I've wondered. Since some are pretty non-standard in it's template, I've begun delving into changing a few things and making my own template for eventual products.
But. Fonts are a jungle to figure out. And now I'm asking the people around here if they have any experience with adding fonts to a commercial product?
I'm suspecting there is all manners of legal nonsense surrounding it, so no matter what, I'm going to be using fonts that are freely available.submitted by /u/KungFuFenris
I've been looking at getting into 2e 7th Sea for a bit and was faffing around here and on YouTube for some "let's play" and review videos to see what it was about, and I ran across this little short film.
Some pirates have a treasure map, some Montagne and Eisen come to bid on it, and the whole thing descends into a farce and a pretty neat twist. I tracked the the production company back to its facebook page, and evidently the whole thing was done from scriptwriting to release in 5 days.
This then brings up the other question of is there any interest or reason for JWP to do a webseries or something about 7th Sea to both drum up interest and keep it in the public eye? There's a bunch of webseries out there regarding stuff lke larping, but I don't think anyone's tried that for a specific tabletop setting before, and pirates and swashbuckling are certainly something that would translate well to film.submitted by /u/Agent_provacatrix
So in my current game I have 3 players one of which is a merchant from a noble family. He's expressed some disappointment at the lack of business opportunities I've managed to toss in so far. I'm having a hard time reconciling lots of business stuff with being a hero in 7th Sea. I was trying to push them towards some stuff with the stuff from Pirate Nations but they elected to stay put in Theah so far. Gonna try to move towards some economic villains while in Voddace but I'm having a hard time imagining a game based around trade. Especially with how rich you can quickly become. Also since the game doesn't support opening business and adding ships to a trading fleet. I'm worried I'm either going to break the game by having a player with way too much money. Luckily the other two characters are his hired bodyguards so they don't mind being dragged around too much.submitted by /u/Paddywagon123
In some thread here, someone mentioned that 7th Sea risks are just Apocalypse World moves in disguise.
I thought about that a little, and I think there's some value to that. Particularly, what do people think about this as a generalized mechanic for handling Simple Risks on the fly?
When a character wants to undertake something risky, they declare an Approach, and then the GM sets a difficulty in Raises for the Risk -- generally, a number of raises between 3 and 6, though easier and harder tasks exist.
The character rolls their Trait + Skill + Bonuses and assembles Raises as normal. If they exceed or equal the difficulty -- great, they do it, no problems.
If they roll fewer Raises than the difficulty, then they still do it! These are Heroes, after all. However, there will be Consequences -- a worse outcome, hard bargain, or ugly choice.
Heroes fail when they choose (or in the unlikely event of rolling 0 Raises). When a Hero exceeds the difficulty by a lot, they might find out that there are additional Opportunities they can take advantage of.
This is a mechanic designed to capture the feeling of 7th Sea -- the Heroes always succeed, but what choices/consequences are there for their success? -- without having to drill down too deep into the math of Raises. One difficulty I find while GMing is that it can be difficult to generate a sufficiently large list of consequences and opportunities to give meaning to people's Raises. This system allows there still to be the generalized sense of consequence and opportunity, but abstract it a little more so that it's easier to adjudicate on the fly.submitted by /u/rvhguy
Ok, I've GMed around 40 games of 7th sea 2E so far and even though I really digged the system at first, I am a bit bored of it now (but my players are the kind of players who never, ever chose to fail, so maybe it isn't really the kind of system we need).
However, all my players chosed to be at least student of combat, so everyone had access to the slash and other niceties. As the players started to remember their moves and to understand their usefulness (bash, I'm thinking about you), they started to lose all imagination. Combat was all about tactic and min maxing the damage output. They didn't use opportunity because they wasn't sure the effect they were going to have was worth 2 raises of manoeuver, exceptionally they did some pressure trick, but mainly it was just "I slash him then bash him then I lunge under his guard". Putting flourish in this was just a way to lose time arguing if it felt more like a feint or a slash. So if I'm going to GM 7th sea again with the original system (I'll ditch it anytime for a good pbta adaptation, but might also go straight with FUrpg since it's almost zero work, as both keeps opening consequences and opportunities with much less work for the GM), I'm thinking about removing the fencing manoeuver. Maybe keep a once a round for schools, but mainly using them as ideas of opportunites.
Have you encountered the same issue with fencing? How are you dealing with players just spelling out the manoeuver they want to use? How much the health system would have to be reworked for this? I have missed something in the corebook (English is not my main language)?
Thanks for your insights!submitted by /u/Bengbheng
So I'm looking at a bunch of the Explorer Society PDFs but there's so few reviews and often times no reviews making me hesitant to purchase any of the PDFs. Anyone got opinions on any of them including A Pirate's Life?submitted by /u/Paddywagon123
It was an inevitable result of the War of the Cross. When the battle was done, there were always prisoners to deal with. Prisoners that need to eat food, need to be given water; prisoners that carry disease and can slow an army down. For many commanders, the solution to this prisoners' dilemma was as close as the nearest tree. For others, trees became a convenient way to depopulate a village of the opposing faith.
North to south, east to west, the trees of Eisen hung heavy with their awful fruit. In the midst of such atrocity, as the blood of the fallen fed the roots of these trees, there was a dark awakening.
There is a legend in Eisen that some of those hanging trees gained wicked sentience during the war, that they came to need their roots fed by blood, not water. These trees, as they gained sentience, began to seek out new prey. And it is darkly ironic that trees which grew out of the worst of humanity's impulses stalk their prey by taking advantage of the best of humanity's impulses.
Hanging trees appear as simple, if magnificent trees. Often they are oaks, with large, strong branches and stunning arrays of leaves. But that is seldom what captures the attention at first sight. Instead, it's the bodies hanging from those branches, the bodies of men, women and children, young and old, saint and sinner. These bodies are not real, or rather they aren't the original. They are a simulacra of those who actually did die by hanging in that tree, and they are the bait. The tree dangles its bodies and waits for some good Samaritan to stop, to take pity, to attempt to cut down and bury the dead. Then it strikes.
Ropes shoot out from within those leafy branches. They crack like whips, squeeze like pythons. With ruthless, systematic grace, they will pick apart the prey, squeezing and strangling them until their body lies broken and lifeless.
Thank God these trees are just another dark Eisen legend, right friends?
The Hanging Tree Strength 10 Monstrous Traits: Powerful, Fearsomesubmitted by /u/washeeler
I have a player interested in using the Cappuntina School in 1st 7th Sea.
I noticed that the Journeyman rank allows you to throw two daggers that each do 1k1 damage on their own, and if both are aimed at the target it inflicts 2k2 damage.
However, the core rules say that daggers inflict 1k2 damage. I don't suspect that as a master of the style you were intended to throw daggers totaling 3k6 (if you were to interpret that as 1k2 x3). Does this mean as a journeyman you only deal +1k0 damage over what an apprentice would?
The flavor of the style is interesting but I can't help but feel as if it is underwhelming as far as power goes. Does anyone have any rules suggestions, answers, or otherwise advice on how to handle a user of Cappuntina?submitted by /u/Mustached_GM
I’ve run into an issue with my campaign and was hoping you all might have some ideas on how best to handle this situation. Essentially the problem is that one of the Heroes has developed an attitude of “duelist = licensed murderer.”
It seems like this started when the Heroes were on a rescue mission to recover some allies. This Hero activated her Virtue (Vengeful / The Devil Jonah) and spent a Hero Point on Veronica’s Guile, effectively giving herself 9 automatic raises. She then proceeded to single-handedly slaughter about 20 brutes, the majority of which were down before any of the other Heroes got a chance to spend raises. Though the rules are somewhat vague on what happens to defeated brutes, this Hero made it clear with her descriptions during that scene and during conversations with other characters afterwards that they were killed. At the time, I didn’t see this as a big issue because they were just anonymous brutes, not characters the Heroes had ever interacted with.
Two sessions later this Hero has now threatened to kill multiple characters and mentioned several times that being in the duelist’s guild means she is allowed to murder and is paid to do so. Out-of-character she has also suggested she should just spend a Hero Point and easily kill the Villain, no problem. The Villain was a disarmed prisoner of the Heroes at this point.
When I started this campaign it was my intention to avoid using the Corruption mechanic. All the players in this group like rolling morally-gray characters, and I wanted them to be able to do that. But I’m worried now that this player is moving quickly past morally-gray Hero into almost-evil territory. Since I wasn’t planning to include it, I haven’t covered the rules for Corruption in any of our sessions. I could introduce it at this point, but I’m worried it’s going to seem like I’m retroactively punishing this Hero or forcing her into making choices that don’t fit how her character has now developed.
Most of the other Heroes in my group are sorcerers who have restrictions that affect whether they can use their abilities. The duelist has no restrictions on their abilities. If they commit an evil act, I could give them Corruption points, but until they become an NPC Villain they still have access to all their abilities. The sorcerers also have to spend Hero Points to use most of their abilities, but the duelist has no limit on how often they can use their maneuvers. I’m worried allowing the duelist to continue with this attitude isn’t fair to the other Heroes who are, in many situations, less powerful and have been making more traditionally good choices.
So...any suggestions for how I should move forward with this Hero? Am I overreacting and need to just let this player continue as is?
If possible, I would like to present the Hero with some sort of opportunity for character growth, and I would really like to avoid doing something that will feel like I’m punishing the player for expectations I should have made more clear earlier in the game.submitted by /u/WeirdKelsey
The complete version of Nations of Theah Vol. 2 just got released yesterday. Has anybody read it yet? What do people think?submitted by /u/BentonSancho