John Wick sent out a Google Drive link with the Khitai docs before going to layout. (If you got the email, the link there is incorrect; it's been fixed on the KS post itself.)
Lots of advantages changed from their 2E incarnations (in particular, a few advantages have a more moderate effect, and the Academy/Lyceum/University bonuses that add to your individual die rolls now do something different).
The lore for Shenzhou and Khazaria looks to have been rewritten from the earlier pdfs, so that now Shenzhou is encroaching on Khazaria instead of Khazaria being an occupying force in Shenzhou. Also, the nations of Kiwa and Kammerra aren't included anymore as playable nations. :(submitted by /u/BentonSancho
I'm trying to update all the old sheets I have with high quality versions from the books, and I'm having a problem tracking down 2 of them. I'm hoping you guys will know where to look. At this point the only non-digital versions I need updated are:
Sorcerer's Character Sheet (This is digital but the font is very screwed up and I can't it fixed) Henchmen Sheet (Like the villian sheet but both slots are dedicated to henchmen)
If they are in the books or have a good download location, any information would be thankful. Have a great day and thank you in advance.submitted by /u/tiberousbsd
Wanted to let you know about a variant rule that John Wick used when he ran 7th Sea at GenCon this year. He altered the Brute Squad mechanic so that they did their damage to ALL Heroes at the end of the turn.
So if you had one Strength-10 Brute Squad in the scene, and the Heroes collectively took it down to Strength 3 during Round 1, EVERY Hero would take 3 wounds at the end of the Round.
I'm not sure I would always use this approach, but I kind of like it. It makes combat faster (because you can get away with having 1 Brute Squad rather than a few small ones divided among the Heroes), and it encourages the Heroes to work together to deal with the cannon fodder in Round 1 while giving the Villain room to work. Then in Round 2-3, they can engage the Villain more directly.
Downside of course are things like Riot Breaker (I think), but again, it's situationally dependent.
If you want to introduce these, I think that's fine, just let your players know. If you use relatively fewer brutes but give them this power, it shouldn't feel unfair.submitted by /u/DrColossus1
Lets say you have 4 heroes and 20 points of brutes.
How would you divide them up? One large group, 4 small ones, or something in-between?submitted by /u/grauenwolf
Our group is about to play this... they’ve run it in the past but it’s my first time... been asked to make a character and I’ve been looking at the player handbook.
I’m leaning towards Sarmatian Commonwealth and a soothsayer background. But I’m struggling to get my head around the Sanderis rules regarding my deal with a devil (how do I structure this in my backstory?), favours (are there limits?), and telling the truth (compelled at all times?).
Ideally it will all come together when we play and with guidance from the GM, but prepping feels like trying to stride through deep mudsubmitted by /u/goat-beard
I have created a sever in discord where we play 7th Sea in Arabic, the sever been running for about 2 years now, we done more than 3 games, there is some document that are translated and many more. If you are interested please join our community:
All Best,submitted by /u/balswyan
I want them to be chasing a sarmation inventor that has a small syrneth artifact because a voddace prince hired them to, he is the main villain of the story and is going to use that artifact to invade Théah with an ancient syrneth army.submitted by /u/ImaNerd164
Gotta say, I don't really want to buy adventures, even if cheap on the Explorers Society. I'm no good with written stuff.
Thankssubmitted by /u/signoftheserpent
It appears that in 2e, there is no "Sea" for The Mirror - but yet if you take the Ship's Background "Broke The Mirror", it says you gained notoriety : "Your Ship sailed the frozen waters of the Mirror, something that only the bravest and most heroic Vesten have managed before, and so has earned the honorable title of isabrot, “Icebreaker.” You can spend a Raise or a Hero Point when encountering an NPC from Vesten. They respect you, your Ship and her Crew."
On an old 7th Sea 1e site, I found this: The seas of the Thèah are these.... . The fifth sea is the Mirror, south of Ussura. It is said to contain a creature called Vodanken, of which little is known, and sailors speak of islands that rise from the deep only to resubmerge hours later - islands on which entire crews have been drowned by the sudden submergences.
But in the 2E Core rulebook, it says the Fifth Sea is The Maw. The book literally doesn't mention "The Mirror" anywhere else, and that is frustrating for a book with such lore and intricate backstory. I can only assume that this was a 1E carryover that didn't get fixed. Anyone know anything different?submitted by /u/Kayigh
I'm ok at action and dramatic scenes, but I'm still trying to work out combat.
How's this for a start?
Act 1: Crisis in Vesoul
Scene One: Lady in the Well
An older man and some straggly looking seamen are standing around a well when our officers arrive. You’ve heard of raiders in the area, preying on the northern coast. There’s no doubt from their appearance, these are no common sailors.
- Greytooth (Str. 3, Inf 2)
- Brute Squad (5 points per character, Pirate)
In the well is a woman the squad was chasing down. She had hoped to hide, but the keen-eyed Greytooth spotted her. They were debating whether to cut the rope or fish her out for the slave trade when they were interrupted by a couple of musketeers.
- A raise may be used to draw Greytooth or the brute squad away from the well.
- Alone by the well: Two raises to pull the struggling Lady Brigitte from the well. (Villain may do this as well.)
- Alone by the well: One raise to calm Lady Brigitte. (Reduces cost to pull her out to one raise for this character only.)
- By the well: One raise to cut the rope. (Villain may use this as a threat.)
- Approaches that involve conversation: One raise to recognize the pirates’ accent, the band is part of the Sea Dogs
- Approaches that involve grappling: One raise to spot a ship’s tattoo. Not immediately useful, but can be matched up later.
This would be the first encounter of the adventure. All the characters are presumed to be musketeers but none of them have been made yet.submitted by /u/grauenwolf
Continuing from the race against time, I tried experimenting with a dramatic sequence.
So here's the setup:
- Duke, who wants to poison the Artist
- Artist, who has no clue what's going on
- Two heroes
On the table are four pawns and some poker chips representing cups. Each chip is of a different color so I could track which were poisoned.
The way this scene worked, each time a raise was spent the character could:
- Move next to another character
- Lure a character away from another character
- Take or give a cup
- Call a toast and drink
- Spill or refill a cup
- Add poison to a cup (if alone)
Over the next few rounds it was like playing hot-potato or musical chairs. The Duke didn't want to end up holding the poison cup when the toast was called, but he needed to make sure the Artist did. The Artist really wanted that drink. And the heroes had to avoid giving offense to the Duke (which would cause an international incident).
Outcome: This actually worked far better than I had expected. It was the last scene of the adventure and they enjoyed the game of moving the cups around.
Even better, it completely hid the fact that I suck at improvising social scenes despite they being so important the to adventures I write.submitted by /u/grauenwolf
The players learn the Duke is going to try to poison the Artist they were sworn to protect. They need to make X raises to race across town, into the palace, and stop him.
Each time they roll, I strike one line from the list.
- The Duke greets the Artist
- The Duke Invites the Artist to his Quarters
- The Duke Pours the Wine
- The Duke Adds the Poison
- The Duke Proposes a Toast
- The Artist Drinks
Say, for example, it takes the characters 4 turns to accumulate enough raises to reach the room. Then they'll walk in just as the poison is being poured. Show up a turn late and they'll have to guess where the poison is. Early, maybe the Duke changes his plans.
Also, if they search the wrong place it adds to the number of raises needed. For example, checking the solarium adds 5 (wrong floor) while checking the Artist's quarters only needed 1 or 2 (just a few doors down).
Outcome: The players liked it, but were a bit confused at first. Afterwards when I revealed the time-table and how those rolls really did change the story, they wanted me to use the concept again.
What I'd do differently: Add some opportunities to distract them. That way they could choose to risk being late to achieve a secondary goal.submitted by /u/grauenwolf
What level of Villain Strength/Brute Squad Strenth is appropriate for 3 heroes on theif rist adventure (no experience)?submitted by /u/signoftheserpent
I posted before but I think it got lost in the ether.
I have a rough concept. Centuries ago some Templars stole alchemical knowledge from the Crescent Empire who called it the 'Wrath of God'. Over the years some of it has gotten lost. A cult called the Seraphic Circle has acquired some of it and used it to create a potion called the elixir vitae. A Vodacce noble who had a significant (though undefined) childhood experience has acquired this and used it on himself. Now he has an alter ego, a bit like Mr Hyde, a monstrous figure called Azrael. He is the villain.
I'm not sure what to do with that. Can you help?
One of the PC's is a Vodacce spy, another is a Castillian alchemist/doctor, the final one is a duellist scholar with amnesia and some strange notebooks (his idea). I'm thinking those could hint at the recipe.
I also thought of stealing from Dan Brown and having Azrael working with/against the efforts to select a new Hierophant. Perhaps he's responsible for the death of the previous one (I can't remember what the background says about this).
I'd like him to be the big villain of the piece, so not someone that dies isntantly. I also think he should have fought the duellist pc and left him unconscious and amnesiac. Perhaps trying to receover that alchemical knowledge.
The Seraphic Circle should be a the illuminati style conspiracy of the piece, a bit like NOM. Manipulating things and being an ongoing threat for the PC's
Thankssubmitted by /u/signoftheserpent
I’m using this for a crazy old demolitionist PC, thought I might share!
A bag of terribly organized explosives, you need to organize this, but for now let’s just throw whatever.
Spend a raise and roll a D6! Use the corresponding chart to see what you throw!
1- A small explosion that deals about two wounds and doesn’t cause fires
2- a medium explosion dealing three wounds and lighting a small spark of flames, nothing that can catch fire.
3 - A large explosion that deals one dramatic wound, and starts a medium fire
4 - An oil flask that spreads in a 10 by 10 foot pool that makes a large fire if it comes in contacts with another flame
5- essentially a carpet bomb, this small barrel releases a group of bombs ( use result one for reference) in every direction
6- Was... was that beer? That was totally beer, why is there a beer in your bag, all that does is one wound? Pathetic
Sorry for the formatting! Mobile user.submitted by /u/ImaNerd164
Hello,I am currently writing an adventure around Five Sails, but I have a hard time finding resources and information on this unique city of Théah.
I found 1 official adventure here: https://www.drivethrurpg.com/product/255012/7th-Sea-Adventures-Welcome-to-Five-SailsI also found a few lines about the city here: http://johnwickpresents.com/updates/gencon-7th-sea-larp/
But nothing more, someone had told me about a map, but I did not find it.
Maybe you know other resources, even fan made?
Regardssubmitted by /u/ErenHistarion
(posted elsewhere, if you're getting deja vu)
Come with me now as I begin to journey into Theah with the help of 7th Sea 2e and the following dramatis peoples:
Thomas - (scholar/duellist) whose player envisions him as amnesiac waking to discover he's really smart and has some notebooks along with one that's missing (somehow). He's Avalonian.
Luis - (doctor/alchemist) a Castillian academic of some sort who doesn't like magic.
Vattori - (archaeologist/spy) a Vodacce who likes the idea of joining the Invisible College and has signature item of some sort.
I am percolating adventure ideas. Needless to say I hope to learn from my last sessions, running wfrp. This is a simpler system for one thing. I think folks enjoyed the game (or enjoyed pretending they did :D), but we're all friends so it's not a big deal really.
I'm conceiving the following concepts in my notebook. I'm not sure I can be ready for our next meet (wednesday) which may be an unfortunate necessity. I would like to contrive a means for them to all meet up as, inevitably, they must at some point.
Prince Vincenzo Di Corvi - A vodacce noble and sister to the 'strega' Ramona. When he was a child he was lost for several days after falling into a cave filled with an ancient Synreth temple whose waters somehow healed him. This experience has stayed with him. Afterwards his parents only doted on him more, leaving Ramon somewhat estranged - more so given Vodacce's misogynist culture. Upon his safe return, his father had the cave filled in with no care to examine its contents.
Ramona Di Corvi - betrothed to a minor noble, she has the fate with talent. Famona and Vincenzo's mother is dead leaving their elderly father terminally heartsick.
The Cult of Life (for want of a better name) - believe the Syrneth had the means to immortality through the 'elixir vitae'. They are dedicated to solving the formula and discovering anything that can help produce this material. Including the water in the aforementioned cave. They control a number of facilities including a Church for 'loose women', unmarried mothers. Magdalene laundries style. At the outset of the War of the Cross one of these was fed a protoype formula by the Cult, it resulted in the birth of two children: Thomas (who has no special powers as a result) and another.
Azrael - a killer stalks the streets of wherever (probably Castille. His only name is Azrael and he was born a monster. I'm sure you can guess who his mother is. The cult's formula created him.
Cardinal Baltasar Santini - possibly a redundant character. I envision him working with/for the Prince. He is an old man whose fear of death spurs his interest in the heretical Elixir.
Possible Uber-villain (though it may be a bit too outre): maybe an ancient king who is behind everything. A powerful entity, a god or something. Maybe too many villains.
So the notebooks Thomas has pertain to the formulae in some fashion. Particularly the one that's missing.
Luis needs to get involved, which is why I thought of Cardinal Santini (i came up with him first).
Vattori could be investigating the cave, but that's in Vodacce and away from the other oc's and I'm mindful of keeping them apart for too long. Players like to interactsubmitted by /u/signoftheserpent
As the title suggests (and from a lack of finding any questions/answers on the subject), I'm having a bit of a logic issue with Jogo de Dentro, both in how it's explained in lore and how it conflicts with established rules.
Jogo de Dentro is a style that "activates" when dueling with improvised blades in hands or feet and its lore talks about using kicks as well as punches (shiv enhanced). Upon reading that lore and mechanical explanation the associated skill for the style should be Brawl. However, the style bonus uses Weaponry as basis for its Maneuver. It then gives a bonus die for Brawl risks (among others) that justify how the style helps achieve the risk.
My main question is: shouldn't the style be seen as primarily Brawl when used for dueling? I know that only Kulachniy Boi allows using Brawl as basis for damage if we're going Rules as Written. I'm now wondering if the style's paradox would be better fixed by simply changing the style's skill interpretation to Weaponry (as an exception, because I'm sure it'll come up for duelists who don't have the style trying to use improvised weapons when disarmed) or go further and homebrew Brawl as the style's basis for damage and adjust the bonus die accordingly.submitted by /u/LanceHeart