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A subreddit dedicated to the swashbuckling and action filled tabletop RPG by John Wick Presents and Alderac Entertainment.Adventures on the High Seas
Updated: 2 hours 1 min ago

What books were released for second edition so far ?

Sat, 12/15/2018 - 12:11

Hey guys !

So, I just bought the core book, and I'm really interested in buying the others.

However, by looking at the John wick website, I got confused.

By going directly to the seventh sea part, I can see some books.

By clicking in some other pages, I see some other books.

Can anyone tell me what books were already released ? And, what they're about ?

Thanks a lot !

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7th Sea 1e Duman’kir wolf lord/criminal

Thu, 12/06/2018 - 21:17

I'm looking to play a crescent wolf mage turned criminal/bounty hunter. My main question is the 7 sorcery points and where to put them. I want Fangs to be 3 definitely. How would y'all suggest to spread the other 4 points? I'm unsure how often I'll use Mist skill in all honesty as the campaign is based in Freiburg, Eisen. Shadowing and senses are pretty decent.

Is there a way to make Pack useful in a city heavy setting such as using HP (which advantage?) to buy a wolf henchman? Outside of Hunter, criminal and maybe an intimidate/diplomacy skill set what would be some useful skills and advantages?

Thank you for the help .^

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Mon, 12/03/2018 - 11:00

What real life mythology, if any, inspired the idea of Zahmaeireen in Land of Gold and Fire?

The closest I can think of is Wakandan Vibranium from the Black panther comics.

Do they share a common inspiration?

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Any idea when the Khitai book will be available in PDF?

Sat, 12/01/2018 - 23:07

Just noticing that the physical stuff will be delayed for a while, but I dont' know if the problems of 2018 was for other stuff too. Just hoping we'll get the Khitai corebook in PDF sometime soon

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Detail Question on Sanderis

Thu, 11/29/2018 - 05:15

Hi everyone,

I recently purchased the 2e Core Rulebook and by now have finished the magic section. It left me with a few questions on how Sanderis is supposed to actually work. To be honest, the whole thing was rather... confusing imho, so I wanna make sure I got this right:

  • A Losejas binds a dievas to him-/herself by tricking them into some kind of contract
  • The whole contract consists of the dievas trying to void it and the losejas trying to learn the dievas' true name to destroy/banish/whatever the dievas
  • To harness the power of the contract, the losejas has to make a "Deal" (sadly, it's never specified how this works exactly, especially what the ominous "seventh deal" is supposed to be

That right so far? Because now comes the part that's confusing me atm.

  • Said deal consists of the dievas asking a favour in return for what? A syllable of his true name?
    • If yes, does this mean, every dievas' true name has exactly seven syllables? Also, if yes, doesn't this mean that the losejas' goal should be to aquire the seventh deal, such gaining the power to destroy/banish/whatever the dievas?
      • To be clear, I got that game-wise the "Deal" is an additional power the dievas gains, but what is it fluff-wise? And how would a losejas learn his dievas' true name without deals?
    • If no, what is it exactly?
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Looking for info on wights.

Wed, 11/28/2018 - 21:50

Hey guys, I'm looking for some info on Wights. I'm in a game and my character has a personal story involving killing some wights. It's more complicated than that, but my GM has given some hints that he's going to make wights friendly. Is this canon, or is the GM essentially just making his own rules in terms of wight behaviour. The way that I read what little information I could find, I was under the impression that wights were flat out monsters - ie bad things that must be stopped/killed, and if they are good, this kind of throws a wrench in the plans I had for my character.

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Starting 7th Sea

Tue, 11/27/2018 - 09:06

I've been curious about the game for a while and been looking at running it for my group after our next session or two. I love the fantasy Europe idea with magic thrown in, it reminds me of the Victoriana game setting or series like the Monarchies of God.

I've seen a bit of dispute over 1st and 2nd, is there much of a difference setting wise or is it only the rules that differ?

What would people recommend and any advice for a first time run through of the game? The players likewise will have no experience of it.

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Living Runes Question

Sun, 11/18/2018 - 10:59

Here’s a question for first edition Vestenmanavenjar enthusiasts.

Did any of the Living Runes even roughly correspond to Loki?

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Rokugan and 7th Sea

Tue, 11/13/2018 - 00:31

Out of curiosity, can anyone tell me which edition of L5R is most compatible with first edition 7th Sea, mechanically?

I'm aware they aren't set in the same world, but I'm interested in a mash-up between the two settings. And I prefer Rokugan to what I've seen of Khitai, so far.

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What top 3 books would you recommend purchasing?

Sun, 11/11/2018 - 16:09

From 2nd edition.

I'm not sure if I'm a huge fan of the ruleset, but I love John Wick and I love the setting. I plan to run it soon.

Like, what has the best art? I'm buying the books in part to hand out to my players and inspire them. So that's one qualifier.

Is there a big poster map available, for example?

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New dar matushka gifts?

Thu, 11/08/2018 - 23:23

I was curious if anyone's gone through the trouble of creating new dar matushka gifts. I'd like to get something that allows me to speak to animals or have them react positively towards me, but not bossing them around, for example.

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Pirate rules questions

Thu, 11/08/2018 - 13:35

Hi there!

We have just started our first ever 7th Sea adventure (pretty fun so far!) but as the GM I have a couple questions:

Agoge Thrust

We're using Pirate Nations, and one of the players chose to be a Lakedaimon Agoge duelist. The Agoge Thrust bonus says that if you take the bow as your weapon, you use Aim instead of Weaponry to determine the effects of a maneuver (which I assume is for things like counting dealt Wounds). How is that a good thing? It forces you to spend points in another skill, instead of consolidating everything in Weaponry... or am I missing advantages given by being able to use a ranged weapon with duelist maneuvers?

Ship Battles

I plan to use Thomas Harrison's Bloody Misadventures rules for ship combat, because our game is all about pirates at sea as you can guess. I'm wondering what's the difference between the "Broadsides!" and "Crossing the T" maneuvers? The first one seems to deal more damage, so why would one ever choose the second one?

I'm considering actually reversing the 2 effects, and adding a couple more consequences: make "Broadsides!" deal 2 hits per Raise, make "Crossing the T" deal Aim + 2 hits per Raise, but at the same time make "Crossing the T!" harder (7 or 8 Raises needed to achieve), making it harder for the enemy ship to return fire (extra 2 Raises needed to return fire), but making it easier for the enemy ship to Ram! (3 less Raises needed to do).


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Magic Item Ideas

Thu, 11/08/2018 - 01:43

Hey everybody

Just recently began making a character for a 2e 7th Sea game. I've previously never played before. I'm really interested in "The Devil's Due" advantage from Pirate Nations. Wondering what ideas people have for possible magical artifacts. I'lm open to any and all suggestions...

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Are any of the published adventures good? I'm a big fan of the setting, but I'm trash at adventures.

Fri, 11/02/2018 - 19:19

I'm thinking of trying Seventh Sea, but I probably won't unless there are some decent adventures for me to play with. (I've never been good at writing my own.)

submitted by /u/EccentricOwl
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When u can apply fencing maneuvers?

Fri, 11/02/2018 - 11:55

Whe are wondering when u can use fencing maneuvers.

With bands?
With monsters?
Just inside declared duels?
You can duel 2 vs 1 or 3 vs 1?

submitted by /u/Zartch
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