Ok, so PN gives us the Numaneri with their traditions of courage and glory and cool warrior aesthetic and then gives us BUTKIS for their brute squads. Personally, I think that's a criminal (though small) oversight. It's hard for me to imagine a legion of Spatran-lite brutes without some cool ability I can turn on with a Danger Point. And swordsmen or assassin seems...pedestrian to me.
So what brute squad abilities do you think lend themselves best to numaneri squads?
So first, short question: Villains have no skill ranks, so if you make a duelist villain, how many wounds does he inflict on a Slash/Parry maneuver? (As those say you inflict wounds equal to your Weaponry skill.)
TAJ-07: Technopriest And Justicar Of 7thSea2e
Salamanca posted recently about a conversation with John Wick concerning a lack of clear guidelines on how to use Pressure on Brute Squads. The gist of the conversation was described as: "Players should be able to use Pressure on Brute Squads, but there aren't clearly defined rules to do so."
So I thought I'd open this thread to discuss possible ideas and suggestions.
When my hardcopy of the rules arrived, I re-read the sections on Pressure and how Brute Squads work again. The following is all simply my opinion as a new 7th Sea 2e GM, your mileage may vary. :)
Since brutes aways go last does that technical mean that heroes get hit by brutes automatically? There doesn't seem to be a good system for dodging attacks for brutes? Can they preplan the attack and say if the brutes try to attack me, I'll spend a raise to parry their attacks or run away so I'm not in range of them?
I´ve one question about the brute squads rules: when do they attack in an Action Sequence? Because they don´t use any Raises...Does it means that they act the last ones in a round?