From my understanding from reading about it, Urssa is seen by the other nations as being hostile and near uninhabitable. I know that this comes from Mother Winter, and it seems that all Urrsans fully believe in her. I also get that she will make conditions hard to strengthen her children, like harsh winters, but given that animal attacks basically never happen, it seems to me that Urssa, as long as there's an Urssan in the party, isn't too hard of a place to survive in. I'm looking at it from the perspective of a possible survival arch, and Esien seems the best bet.
Correct me if I'm wrong in my understanding of Urssa.
Side note, I've put it as 1st ed because I've heard that second ed changes some nations, though I don't know by how much.
Thank you, me harties.submitted by /u/SlightlyAnnoyedCactu
I'm playing a game of 1st edition soon and trying to get my head around how it all works. Specifically at the moment how it's different: Rolling a knack that you have ranks in Rolling a knack that you have the skill but no ranks in Roll a knack that you have nothing for
I was hoping to get a simple cheat sheet with this sort of thing, how combat turns go, repartee, that sort of thing.
Thanks!submitted by /u/MGJEvans
Is there a source I should look at for noble titles in different lands? I'm playing an Avalonian Noble in a 1st Edition game and I'm trying to figure out how to name and title them.submitted by /u/AdeptasMysterium
So I´m trying to get my head around the Risk-mechanics and wanted to learn from the Master himself (John Wick), so I watched "Lifting the veil - 7th sea at gen con online" on youtube, where he´s the gm.
But it raised more questions than it solved.
So they started in jail and one character tried to bend the jail-bars to escape so the risk was: "If you get more than 6 Raises, you can achieve it. But isn´t that exactly what 7th sea doesn´t want you to do?submitted by /u/Kertraenker
I've played a few campaigns IRL maybe 10 years ago and since then could never find a game to join. It's a shame that 7th Sea is so unpopular. Do you guys have any tips on where to look for online games? I'd love to play some more 1st edition.submitted by /u/UnemployedLFG
I'm trying to learn french, and i learn that full imersion on the language is the way to go. I like rpg, so i'm searching for some in french.
There's any good one you know?submitted by /u/cosmopool
I can't find in the core rules an exact description (please correct me if wrong) but an episode seems to be related to a session, if not a session.
But importantly, how do you class it?
And how does that affect things like a hexe's ungents of dramatic wound healing?submitted by /u/SirWilliamOfS
Hi, I've managed to get hold of a few of the old 7th Sea Nations books but am wondering if the updated compendiums contradict much of the old lore for the game?submitted by /u/SirWilliamOfS
This was previously sent out to Kickstarter backers, and is now generally available: https://www.drivethrurpg.com/product/327921/7th-Sea-Secret-Societies
"No more secrets. No more lies. The hidden riddles of Théah finally exposed. Whether you’re ready or not."
This book covers the secret societies covered in the core rulebook—the Brotherhood of the Coast, Die Kreuzritter, the Explorer's Society, the Invisible College, the Rose and the Cross, Los Vagabundos, Mociutes Skara, the Rilasciare (including Sophia's Daughters), and Novus Ordo Mundi. It discusses their origins, organization, and secrets, and includes some encoded information that even most members don't know. There is also a chapter by John Wick in the back discussing conspiracy theories in general, and also includes some new Advantages and game content hidden in the text.submitted by /u/BentonSancho
I did not find in the system a limit on how many pistols I can carry. I imagine that the ammunition is infinite (due to the style of play that prioritizes fun), but if I carry 6 pistols, I will be able to take 6 shots before having to reload. The same applies if I carry a backpack with 18 pistols. Can this really happen or is there a limit to the number of pistols?
Extra: if anyone knows of a special weapon add-on, I would be happy with his name :Dsubmitted by /u/Armatheus
I've never played a game of 7th Sea before, but I just had some time to go through the player and GM rule books (1st Edition only). The brief section on the Syrne civilization interested me and if I were to run a game, would probably base it on something of theirs.
Is there a book which gives more detail on them, or at least the sort of things their artifacts do? Or is it intentionally kept bare to allow the GM to do what they want?
I don't mind looking into 2nd, just haven't gotten there yet.
Sail well.submitted by /u/SlightlyAnnoyedCactu
Like many people, I enjoyed the new character creation rules for 7th Sea 2nd Edition, but was thoroughly underwhelmed by the oversimplified combat system. I was wandering if anyone has already home brewed something more akin to 1st edition, using 2nd edition core mechanics, or if I should proceed to do my own.submitted by /u/starwarsRnKRPG
I could have sworn that I'd seen something in one of the second edition books about General Montegue in the new edition. However, other than brief references to his being married to Dominique and missing, I'm now having trouble finding it. Can anybody help?
Thankssubmitted by /u/DarkEbon
Not sure what you guys think of homebrew but this was a little sorcery I came up with for a campaign I'm in. It's changed a bit as we've played and hopefully it's fairly balanced but yeah. What do people think of it?/u/Mackachoo
and it has zero mechanics/crunch so far that I've seen. Lore Dumps are always nice I guess?
/shrugsubmitted by /u/SovFist
Gonna start GMing a game (probably) this week! This will be my first time playing 7th Sea but I'm pretty excited! Decided to share a villain I'm developing for the second act of the game: a brutal Eisen pirate known only as the Bourghishman.
For context, my players are two escaped noblewomen turned corsairs: a Montaigne captain and Porté sorceress; and a Vodacce teenager who wants to become a duelist.
The Bourghishman (real name: Hendrick Von Freiburg):
Power: 10 Influence: 5
Virtue: The Magician (Willful): Target a Hero. They cannot spend Hero Points and you cannot spend Danger Points.
Hubris: Reunion (Bitterness): Gain a Danger Point when you bring up an old grudge or bad feeling when doing so will lead to trouble.
Duelist (Drexel style) Bruiser Hard to Kill Married to the Sea
The Bourghishman is a pirate who has been gaining notoriety quickly through the last years for his brutality, almost exclusively directed towards Montaigne ships. He is a former member of Die Kreuzitter, and a former mercenary in the War of the Cross.
He witnessed first hand the horrors Montaigne caused to Eisen during the war, including the damaging long term effects of Blessures. He swore vengeance against Montaigne for the destruction of his land. He stole two artifacts from the Cruzaders: one is a necklace capable of detecting sorcery, which he uses to track Porté sorcerers, and a Dracheneisen sword which he uses to kill said sorcerers. He wants to use the blood of Porté sorcerers to poison the fertile lands of Montaigne the same way the Blessures poisoned his land.
Despite stealing from Die Kreuzitter, and having been expelled from the society for that, the Bourghishman still feels the need of honouring his oath to hunt down monsters, and will still act as if he was a member and seek to destroy any monster he comes across.
The name of his ship, Weichter, meaning mollusk, comes from a saying he learned as a mercenary: "In the eternal battle between the sea and the cliff, who gets screwed is the mollusk." His jolly roger is a skull trespassed horizontally by a sword, with a drop of blood dripping from the tip.submitted by /u/Zebigbos8
Hello, I've seen contradictory information online, so I'm going to ask here :
Is 7th Sea : Khitai out, and if not, does anybody here have any idea when it will be?submitted by /u/Ozmalka
So me and my friends are going to start a 1st edition game soon and I have something that... annoys me? (for a lack of better word) Parry with a weapon seems to be only usable when footwork is also usable as any other defense states that it MUST be used when applicable. Did i misread something or does that actually means that footwork is vastly superior as it can be used with any weapon when allowed, rendering parry quite useless?
I hope I missed something, so thanks to anyone that can clarify this for me.submitted by /u/alelouya1
We're running a campaign right now and I noticed an odd section when I was building characters. The 1-point Bodyguard Advantage from Lands of Gold and Fire (pg 177) states: "You can spend a Hero Point when an ally would be dealt Wounds. Spend Raises to avoid those Wounds for that ally." In the Core Rulebook under "Taking Another Hero's Wounds" (pg 181) it says: "Before another character takes Wounds, you can use your own Raises to take the Wounds instead. This is "jumping in the way" of the injury. A player may offer to do this "out of order," in other words, when it isn't their turn to spend Raises."
It doesn't seem to me like Bodyguard offers any benefit by costing a Hero Point over something that's already stated in the rules you can do for free. Is it supposed to do something else?submitted by /u/freebats