How did Ussura change, comparing with 1st ed? I mean the country itself, not npc-characters.submitted by /u/Radiant_Hyena
Im really wanting to add the Arcana system into my Mythras campaign and was wondering if anyone has converted it out of 7th sea in to anything else?submitted by /u/SpecialAgentSteve
In nations of Theah Volume 1 there is a character named Lucas Gillespie.
If anyone has ever had him appear in a game could you please tell me what he did.
If you want to know why I'm interested please click the spoiler text content warning bereavement.
In 2016 my wife and I were expecting our first child. That was sadly not be as in August our son Lucas was delivered stillborn.
At the same time the 7th Sea Kickstarter was asking for backer surveys to be filled and I had pledged to the level where I would get a character.
After we said goodbye to Lucas my original plans for the character changed and I wanted him to be in the game. He was never going to get to have adventures here but if he was in the book then he would get to join lots of people on their adventures and be part of many stories.
John Wick thankfully agreed to this and wrote Lucas up as a character in the Nations of Theah Vol1 book.submitted by /u/Coulra
I'm looking for some ideas for southern Ifri, which isn't covered in the Lands of Gold and Fire book. The desert south of Manden and Aksum is largely described in the book as a monster-filled waste... but in the map of the Western Hemisphere that was released online sometime ago, the very south of Ifri is discovered territory.
I recently got back from a trip to South Africa, which got some ideas flowing, and I was thinking of making this a trading port controlled by the Vendel League and Khitai's Silver Institute, with the ATC having a few hidden outposts, as this is a good stop on the way from Theah to Khitai. The Vendel League and Silver Institute have a tense but largely peaceful agreement with the locals, who are largely preoccupied with fighting off incursions of abonsam from the southern desert. The Vendel League and Silver Institute provide weapons and trade for the locals and get to set up shop on the land. However, the locals don't entirely like the intrusion, as they're concerned that the Vendel and Khitaians mean to make this a larger and more permanent settlement, they know that the ATC is quietly trying to enslave their people and undercut their competitors (and who's to say that members of the Vendel League and Silver Institute aren't helping them?), and they're also aware that Bonsam is trying to corrupt all sides.
Thoughts? Ideas? A name for this place?submitted by /u/BentonSancho
I don't like Ussura both in 1st and 2nd editions. I mean, I got the the point of why it was created in this manner (game needed some North wilderness with some universally despised (but ocasionally noble) barbarians and psychotics tzars) but it still looks pretty disappointing. What I propose is to make Ussura darker and eager. While Eisen supposed to be a sandbox for Gothic horror, Ussura can has a flavour of Hillbilly horrors (look in TV Tropes). Make Matushka WAY more dark and cruel creature and Ussurian magic more evil (with creepy rites, human sacrifice and ritual cannibalism). Let's say, Matuska still works against the Legion, but her adepts can easily show you that... Well... The hills have eyes. It will make Ussurians more badass and primal, since they suppose to be the most retard of Thea's Nations. Like ok, they are savagers but they will be creepy and cool savager, not those who your arrogant-yet-well-mentioned Castiloan or Eisenian character gonna civilize. Any thoughts?submitted by /u/Radiant_Hyena
In the book it says that an action is a thing you do with a single result. So, for example, a player cannot dodge between a group of armed men to get away from them and then follow up with running behind a stack of boxes and hiding. Is that 2 actions? They can also resolve consequences and opportunities as a normal action.
If they take a standard action then as part of their turn they can resolve consequences and opportunities, or create opportunities. As many as they want.
How much can a person do until it requires they spend a raise as their action? Because an example in the book lets someone grab a gem without spending a raise.
I guess what I'm saying is I don't understand the flow of action scenes. If the villain knocks the player dueling them into the water does the player have to spend a raise on their turn to get back up to the villain instead of doing a dueling maneuver?
Thanks for the help in advance!submitted by /u/Navex575
Hello guys !
I'm going to run a set of 7th sea (2nd E) and I make several playlists for my background music because how to tell a good story without good music ?
The playlist are not finished and if you have any suggestions or advises feel free to say it.
The playlist's titles are in French because I'm French.
- By Country :
- Bucca : Chill Pirate style
- Avalon : Arthurian Fantasy style (I didn't make yet Inismore or Highlands)
- Vodacce : Arabian style (I know it's supposed to be more Italian/Venice but me and my players see it this way)
- Vestenmennavenjar : Viking style
- Samartian : Ancient Greek style (I'm not sure about this one about Numa and all)
- Ussura : Snow style
- Eisen : Dark fantasy (well ... the Witcher ost)
- Castille : Flamenco ! Hot and Spanish style
- Montaigne : Classical (Gallant) style with some variation
- By ambiance : (swashbuckling style)
- Calm : to begin the game, or just when nothing special happen, can go with everything too
- On the boats : Naval chants, for when your players sails
- Tavern : Generic tavern
- Brawling : For a good brawl but nothing serious just fun when fighting
- Combat : More serious and epic fight
- Naval fight : well it speak for itself
- Horror : Dark and stressful
- Tension : when something will happen and building the hype
That's what I got for now but I will keep updating the playlist and add more playlist when I will need a special ambience or if you make some good advises or suggestions.
I hope you're going to like them and use it !submitted by /u/furrypsy
As the title probably gives away, I am a new lover of the 2nd Edition of 7th Sea. I have been drooling over the world for a small while now and while I have incorporated the setting into a written role-play adventure, I want to try the actual thing and sail the seven (eight? nine?) seas with a crew, experiencing adventures and changing the fate of the world.
Wanting some suggestions as to where one may find a crew looking for a green swashbuckler. In person or online, I don't care at this moment :) One shot or short campaign preferred simply because very busy schedule and don't want to kill the adventure if I need to disappear for a bit. Located in Toronto, Canada if that helps with any recommendations.
Looking forward to suggestions!submitted by /u/Breggo13
Hey everyone i have been playing rpgs for some time now and my group has given me the opportunity to try my hand at gming. So of course i pick 7th sea because who doesn't like a good high sea exploration game. Now my group is rather large like 9 players large we had a great girst section last night lots of roleplay they are currently on a job by the ship wright of dunkeen to get there ship fixed. Has anyone had any experience with large games with the system they are starting next setion probably in a fight with the villain/monster and i am not sure how to balance around that many player's ex more brut squads, multiple villains, higher strength levels. To be honest i haven't ran a combat yet so any advice would help Thank you all for the helpsubmitted by /u/zorono
Recently gifted the1st version books to convert the setting over to GURPS for an interested friend/player, and I'm having a struggle finding examples of what the lost Syrneth race left behind in regards to technology, magic etc..
I found this on the wiki, but I was wondering what other GMs might be using in their campaigns - is it similar to what's listed here? Mostly "unexplainable" magic items? Or are people also using alien technology of some kind?
I can't seem to find anything mentioned in the GM guide - it might be because I only have the 1st version.. If you can point me towards a section of the books that I might have missed, or perhaps it's in a source book, I'd appreciate the help!submitted by /u/sh0nuff
I'll be running my second session of a 7th Sea campaign later today and I'm unsure about a combat encounter that I've prepared for it.
The party is made up a six players, three of whom are duellists of various sorts.
Last game I pitched them against a Strength 5 Villain accompanied by two Strength 10 Brute Squads (one of which had the Pirate ability). They rolled over this encounter pretty easily; completely subduing the Brute Squads without taking damage and capturing the Villain.
In tonight's game they will be travelling through a forest and my plan was for them to be attacked by packs of kobolds in the night. However, I really have no idea how to pitch the encounter to provide a sense threat and also a bit of a tactical challenge.
Any advice appreciated, thank you.submitted by /u/xounds
I'm looking for a ruleset to start a new 7th Sea campaign in.
I own every single 1st edition ever printed and have patched a lot of holes in it (skill bloat - pommel strike balance etc) before but all my notes have gone to Davy Jones' locker a few HDD moves ago. This was all before Cloud Storage became a thing.
I'm not sold on how 2nd edition handles its combats and it looks like a lot of work to keep coming up with penalties/bonuses - as well as not enjoying the 'you are guaranteed to succeed' that comes with the system.
I can tell a heroic swashbuckling game with chances for failure thank you.
Basically: What bothered me most about 1st edition is the bloated skill list, some balance issues and the opaque gambling in calling raises in advance - and the lots of die rolling. To hit -> Active Defense -> Damage -> Flesh wound damage resist for 1 attack? No thanks.
What I like is the inherent 'hero'ness in the Hero/Henchman/Brute Division, the fact that there's hundreds of swordsman schools out there and how easy and rewarding Drama Dice are.
I'm fine with doing a bit of conversion work - but am not looking to spend over 20 hours on it.
I'm familiar with and currently considering Savage Worlds - but am mostly looking for other suggestions. If you know a great Swashbuckling ruleset I could plunder for my 7th Sea game, I want to hear about it!submitted by /u/Findanniin
I'm very pleased. My expansion about 7th Sea spies has been the "Hottest" item in the Explorer's Society since it came out. https://www.drivethrurpg.com/product/299021/On-Their-Majesties-Secret-Services?src=hottest_filteredsubmitted by /u/zortic
im currently looking for editable/filable character sheets for both editions if possiblesubmitted by /u/JoeKerr19
Has anyone run, or even read, the Grand Design adventures from Wick? How are they?submitted by /u/washeeler
So, I'm a sort of new DM, I've DM'd a few DnD one shots and a few homebrew one shots as well. I was looking into 7th sea as I wanted my first campaign to be pirate themed and I love the idea of this world! The only thing is since being a new DM are there any pre-written campaigns or one shots? That I can start my characters on, and then develop my own campaign? I've been looking around but really struggling to find and I don't want to ruin the world by not making it complicated enough.
Anyway, any help would be amazing!
Thanks, Titansubmitted by /u/titan952
I just started playing 7th sea and during my destiny spread i got a vow to a groups called the voevod. The dm and I have look around and haven’t found anything. Does anyone know what or who the voevod are?submitted by /u/sasqachMike