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Hi everybody!

Sorry for the incredibly embarrasing newb question, but this has been bugging me for a while and I can't go on until I get it right.

As a GM, I don't know how risks work exactly. I understand the basic rules to resolve a risk, and then we have an action sequence (or Action Scene), which is a series of risks/rolls/rounds. This emulates action rounds in more traditional RPG's.

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  • by Guy Reisman
  • Sat, 09/02/2017 - 11:35
  • 4 comments

Going over the rules once more in preparation for a game it suddenly dawned on me that 7th Sea 2nd edition doesn't actually have any rules for "reactive" or "passive" rolls (what, I suppose, other RPGs might refer to as "saving throws"). This is obviously fully intentional and I fully understand the reasoning behind it - there's no need to explain that to me. However, thinking back to swashbuckling literature it's hard to deny that sometimes there is value to knowing whether or not a hero is affected by poison, or is succesfully snuck upon, etc.

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So I'm writing a series of adventures for my party in which they go interact with a few of the secret societies and get a general tour of the mainland.  I'm starting with a story dealing with Die Kreuzritter and I have a few questions. 

1) I'm wondering how does the average party dispose of things like ghouls and wights. 

2) Do normal weapons work on them? Are there some more capable than others?

3) Is there any book (past or present) have any specifics on what sort of damage, special attacks or magic might be used by them?

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  • by Antti Kautiainen
  • Mon, 12/12/2016 - 04:51
  • 39 comments

Hello, 

I just read the __Heroes and Villains__ rules for schemes of Villains. One thing I got into my mind, which has nagged to my mind: If villain is increasing his Influence, foiling that plot instantly drops his Influence to 0. This is due the fact he has to invest his full Influence for the scheme. I figured out that the Influence points is not good idea for mechanics. Here is my suggestion: 

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