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A subreddit dedicated to the swashbuckling and action filled tabletop RPG by John Wick Presents, Chaosium Inc, and originally Alderac Entertainment.Adventures on the High Seas
Updated: 28 min 52 sec ago

Game elements list

Thu, 11/14/2019 - 10:24

I stumbled over the arcana fisherman when i used the excel char gen, is there a list where i can find single elements?

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Tabletop Potluck Returns to 7th Sea: Episode 3!

Tue, 11/12/2019 - 16:54

Today, Tabletop Potluck continues their return to 7th Sea by John Wick and Chaosium! It's time to see what awaits our crew in Inismore!

Find Episode 3 here;

If you missed Episode 2, you can find that here.

Check out our website and follow us on

Facebook,

Twitter,

And wherever you get your podcasts!

Don't forget to rate us and review if you like it! We also have a Patreon that you can check out here. And let us know if we missed something important or if you want to see anything on our show!

submitted by /u/notashrimp16
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Character Creation Request: Rules for Children

Mon, 11/11/2019 - 05:19

The last time I played was 1st Edition. The last game had a brief introduction with players running child versions of their characters. I liked so much how it ran that I'd like to do an extended version in my first run of 2nd Edition.

My plan:

Setting: Breutzmann's School for Young Nobles in Freiburg (and maybe a 2 block radius)

PC: All players will be 11 years old to start and I will try to run a total of 7 extended and possibly interlinking adventures (1 long-ish adventure per school year).

Nationality: All players will be Eisen (minor) nobility, but (since my players are almost impossible to keep on concept) I'm going to allow pretty much any nationality...an ancient bloodline resurfacing, father/mother from a different nation, whatever. If you can explain to me how / why it works, then I'm OK with you choosing anything...my only ask to players is don't destroy the existing flavor.

Advice Request:

I hoping to get 2 pieces of advice on how to do this:

- starting characters -

In my previous 1st Edition run, I reduced traits and skills a bit to help with the "I'm not actually an adult yet" feel, but didn't do actual advancement. They eventually just played their adult characters. Any advice on making 11 year old PCs that can still do some swashbuckling?

I could just start them as normal and assume the RP will keep them grounded as children. Are there any rules or precedence on how age effects PCs in 2nd Edition 7th Sea? If it matters, I do plan to have adventures "punctuated" by year start and end with likely a total of 7 complete adventures (with minor plots and RP along the way).

I may also somewhat or completely toss normal advancement and just have everybody do it at the end of each school year. I should also note that my group of players is somewhat large (8 total including me) and somewhat fluid as life intervenes. Thus the advancement rules as written could be very hard without careful planning on my part (I tend to fly by the seat of my pants when running).

Any advice on getting the "kid" flavor (aside from steady heat for 30 minutes)?

Any reason I shouldn't just do arbitrary advancement at the end of each term? Perhaps they should still set goals for each term, but I'm not entirely sure what those would be yet...

- flavor for the school -

I do plan to have a bit of Harry Potter flavor mixed in. There will be "houses" and a sorting ritual, but haven't dug into Eisen lore enough yet to decide what it will be.

Any obvious "houses" to assign the children that would have an Eisen flavor? I may just grab a few mythical Eisen monsters and be done with it...

Any other flavor I should add?

Thanks in advance for any advice, recommendations or just encouragement!

submitted by /u/minethulhu
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Luck Glamour question

Wed, 11/06/2019 - 00:35

Getting ready to run 7th Sea for the first time for my group and am slightly confused about Avalonian glamours. Can the Knight choose any glamours under their selected category, or do they have to “buy up” to the next listed glamour?

Reason I ask is that Petty luck seems to suffer compared to Greater Luck, to the point where I can’t imagine anyone selecting Petty Luck over Greater.

What am I missing?

submitted by /u/Seventhson77
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When does 2nd Edition start?

Tue, 11/05/2019 - 21:53

I've been looking at various timelines and I'm having trouble pinning down exactly what year 2nd edition officially starts.

submitted by /u/grauenwolf
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Tabletop Potluck Returns to 7th Sea! Episode 2

Mon, 11/04/2019 - 13:36

Today, Tabletop Potluck continues their return to 7th Sea! Does the approaching ship bode well, or is the crew in for a boarding?

Find Episode 2 here;

If you missed the first episode, you can find that here.

Check out our website and follow us on

Facebook,

Twitter,

Stitcher,

Apple Podcasts,

Player FM,

Spotify,

Radiopublic,

And wherever else you get your podcasts!

Don't forget to rate us and review if you like it! We also have a Patreon that you can check out here. And let us know if we missed something important or if you want to see anything on our show!

submitted by /u/notashrimp16
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Anger Points in Dramatic Sequences

Wed, 10/30/2019 - 15:04

I'm working on a new rule for dramatic sequences called "anger points".

Here's the setup: The heroes are negotiating with a pirate captain. If they don't meet his demands, his forces will attack. The heroes have to either talk him down to more reasonable demands or stall so that their forces can be put into place.

So what I'm going to do is create 'opportunities' such as:

  • Reduce the amount of food they're demanding (may be repeated)
  • Convince them to pay a token price for the food (may be repeated)
  • Convince them the town has no weapons to surrender
  • Delay
  • Compliment the Captain

Many of the opportunities increase the Captain's anger points. For example, the players can take a small chance by demanding a token payment for the grain. But if press their luck and demand the pirates pay a high price for the food they need, they'll accumulate a lot of anger points.

Eventually either the deal is sealed or the Captain becomes so angry that he gives on the negotiations. When that happens... well normally just no deal but in this case they attack.

The players will get to see the anger points pile up, but I won't necessarily tell them how many a given opportunity is worth or what the limit is.

So what do you think?

submitted by /u/grauenwolf
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Active Brute Squads

Wed, 10/30/2019 - 14:34

I was looking at the new rules for 7th Sea brute squads and I have to say I really like the change they made.

In the base rules, brute squads don't really do anything. Sure you'll take damage if you don't deal with them, but that just happens at the end of the turn.

With Khitai,

  1. Each squad gets a pool of dice just like any other character.
  2. Each raise can be used for a separate attack, doing [strength] wounds
  3. Heroes can avoid all wounds from a single brute squad attack with a raise
  4. Brute squads always lose initiative on ties
  5. Brute squads can do other things with their raises

I haven't used it yet, but I think this solves a couple problems I was seeing.

  • The squads were kinda boring. This should make them more interesting rather than just a way to soak the heroes raises.
  • The math is different. Instead of automatically attacking, heroes decide how many raises to spend on reducing strength (long term benefit) vs how many to save to avoid hits (avoid all damage now).
submitted by /u/grauenwolf
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Rules for Warfare?

Tue, 10/29/2019 - 02:17

I could have sworn I saw rules for warfare, but I can't find them now. I'm looking to run a scene where the heroes lead a bunch of villagers against a band of pirates. I don't want to do an action scene, as this is more about them showing leadership than fighting one-on-one. (Don't worry, they'll get to duel with the pirate captain later.)

submitted by /u/grauenwolf
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Pirate only adventure

Mon, 10/28/2019 - 19:37

My group wants a pirate only, no magic adventure for realism. One player particular enjoys historic games like Sails of Glory. I came across 7th Sea when looking for pirate RPGs. How easy is it to cut out the magic part? Or do you have another suggestion?

submitted by /u/GM_Coeus
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Not a backer, but still an Avid fan- hows the release of the books going?

Fri, 10/25/2019 - 05:19

Since I'm not a backer, I havent been able to read the newest updates by John Wick in the KS page.

I'm mostly anticipating the release of Lost Colonies and Secret Societies. Was there an update on those two? Also hows Khatai doing? Is there somewhere else I can go to get some info on how they're all coming along?

Thanks in advance!

submitted by /u/Shamsse
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Ming dynasty musketeer

Sun, 10/13/2019 - 23:39
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Additional things to learn in Heka sorcery (from Khemet, in Ifri)

Fri, 10/11/2019 - 21:01

I am running a story line that is about to start dealing with the issues going on in the lands of Khemet, Mahgreb, and Mbey.

Among the events that takes place will be the return of the Ennead. Starting with Seti, who comes as a villain intentionally seeking redemption.

Some other time I will go over all the details I am planning, but I wanted to present this bit about Heka sorcery sooner rather than later, because the party has a Heka sorcery, and I want to apply any recommendations you all make before it debuts in my game.

Each of the Ennead is going to be able to teach new branches of Heka, with talisman and inscriptions based on the Ennead who teaches it. They will also be able to use their own branches as well. This is Seti's branch:

Seti's Heka

Sandstorm A pictogram of the sky inside the pictogram of sand. Talisman are made from sandstone that crumbles and blows away on the wind when it's used.

Talisman-Gain the effects of direction sense and time sense when activated during inclement weather. If activated on a vehicle, everyone in that vehicle gains this benefit as well.

Inscription-Activate to gain Dominion over any weather based hazard affecting you. This lasts until the beginning of the next round.

Scorpion The scorpion represents the enduring patience of one who protects and guides during transitions.

Talisman-Activate to summon one scorpion and issue any instruction you like to it. If there are no creatures within travel distance to you, one takes shape out of sand if any is nearby, otherwise the magic remains unspent. If the command you issue would require a Risk, the animal rolls 5 dice, but you decide how it spends Raises. It gains 2 Bonus Dice if the command is particularly suited to it.

Inscription-Activate and spend any number of hero points to remove an equal number of danger points from the Storyteller's pool.

submitted by /u/Cryhavok101
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Would you guys use untap?

Tue, 10/08/2019 - 10:27

I recently discovered 7th sea through the card game, and I LOVE IT the characters, the lore, the gameplay. hell even the art has me hooked! The only problem is it's not super popular anymore and I'd like to play the game with other people.

Untap.in is a website that let's people to play card games online. It allows for several diffeant games (magic, lightseekers, etc.) So if we could get 7th sea added we could probably get a decent sized community going.

So what do you think? if 7th sea (card game) was added do you think you guys would play it?

submitted by /u/Iamdabestist
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Need a name for the Old Empire Capital

Tue, 10/08/2019 - 09:28

The First Edition had Numa City, its expy for Rome. In Second Edition, Numa are now a bunch of Islands with a Greek theme. However, the core book still references the 1st edition idea that there is an abandoned capital in Vodacce. Also "Vestini" is listed as the capital on the Theah map with no textual explanation for why.

So, in my campaign, I want to reintroduce the old "Numa" city, to reconcile all the above issues and more. My thought is that sometime in the Old Empires hsitory an Emperor moved the capital to what is now Vodacce for various reasons. Pacatezza would be the surviving remains of a small part of the capital, rebuilt by the Vestini around the lucrative docks. The rest of this city lies in ruins, unable to be rebuilt because of the cost and machinations of the other Princes. Within the borders of the "Old City" will be the diminished-but-still-active Vaticine Enclave, which was originally known as Vaticine City until The Third Prophet relocated it to Castille (which was mentioned in the draft of the Vaticine City book).

Getting to my Question - I need a name for this old city.

I had thought of some variation of Numa, but that that might be confusing. I am looking for something that would sound like a cool capital name of the Old Empire.

Any thoughts?

submitted by /u/ProphetableMe
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Brute squads vs brute squads

Thu, 10/03/2019 - 15:05

My heroes are going to have the opportunity to command their own brute squads from time to time. (They'll effectively low-ranking officers.)

Any suggestions on running brute squads against other brute squads?

submitted by /u/grauenwolf
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Looking for lore and tales of treasure and riches for my Homebrew game.

Tue, 09/24/2019 - 17:57

Running sort of a treasure hunter style Homebrew game and looking for some sweet tales that could be past down by sailors of riches and treasures in the world. They could be real or fake it doesn't matter.

submitted by /u/SpecialAgentSteve
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Beginner questions

Tue, 09/24/2019 - 03:46

I'm a total beginner with 7th sea as well as reoleplay altogether. I ran a couple of Call of Cthulhu adventures and played online with roll20 a few times CoC. I kinda want more action for my group as I think they are quite bored by CoC.

I read the quickstart rules and really dig the mechanics although they are very different from CoC (which I find is the most natural way to start pen & paper role play). I read this in german, so I hope I translated the specific terms correctly and you can follow.

While reading, I was wondering how to deal with changing situations. So if there is a drama scene and I ask everyone what they want to achieve, how they want to do it, tell them the risks and chances and let them roll. But what if in those situations (I guess that counts for action scenes as well) something changes? E.g. another player discovers something that changes the whole plan? The players already committed to their plan(s) - that seems really static to me and prevents a natural flow. How do you deal with that?

What I also don't get is you have to tell the GM what and how you gonna do. And after knowing risks and chances and rolling dice you "have to" describe what you do. Do you let the players describe their actions a second time or do you take care of that?

P.S. if anyone offers a roll20/voice chat round I'd be so happy to join :)

submitted by /u/Kennson
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