I just have some rules clarification questions about using multiple raises and damage as it applies to characters who have and who don't have a sword school. I am in a weekly game we are liking the new edition; but we want to make sure we are doing things right. None of the examples of play in the book show any character using more than one raise at a time.The following issues have come up; and while searching the net we have found conflicting answers. So I ask these:
DISCLAIMER: Because some players just play games for fun and not to sit through lessons on Morality by Puritans.
This thread is a brief "thought experiment" to help us all better understand the diversity of ideas. Because if we close our minds and only accept what we believe is the "One True Path", then we fall into that "supposedly righteous" trap that surreptitiously leads to Corruption.
(a) Heroes are not always Saints
(b) Villains are not always Monsters
TAJ-07: Technopriest And Justicar Of 7thSea2e
We tried out our first duel tonight, but it ended a bit in limbo, due to unfamiliarity with the rules, so I'd like to run this by more experienced players / GM's to ask for their advice.
The characters involved were a Castillean Duellist (Villain) specialised in the Aldana Duelling School, and a Knight of Avalon.
To cut the preamble, the Duellist issued a challenge, and both went outside the Inn, in to the street to duel, to First Blood.
We commenced a Dramatic Sequence.
I'm a new 7th Sea GM and was wondering if anyone could point me in the the direction of stats and abilities for Sidhe ?
Player met one, on a dark and stormy night, just off the forest trail where they were camping on their own, with their horse. They're a Knight of Avalon.
Player wakes up and sees a shadowy figure rummaging through the horses saddlebags.
A challenge ensues.
The figure turns slowly and requests that the Knight speak with more civility.
I have a question about Villians and Influence (P194)
RAW state a Villain has two traits : Influence and Strength.
Influence & Strength = Villainy Rank (which is the number of dice the Villain uses when taking a Risk)
Makes sense so far.
Taking on Villains says that heroes can foil a Villain’s plans, etc and thus the Villain loses influence, which ultimately means they will lose dice from risks, as their Villainy Rank decreases.
I'm curious what Skill people are using to represent "Survival"? I'm thinking the outdoorsman type character, who can hunt, track, find herbs, make natural remedies, forage, enduring the elements, etc.
While Scholarship might encompass some of that, it's hard to imagine the rugged woodsman with Scholarship.
Survivalist Advantage encompasses some of the foraging and feeding folks, but doesn't provide a mechanism for a Risk around Survival.
Would houserulig a "Survival" skill be overkill?
Last night I ran my first 7th Sea 2e game and also my first roll20.net game. We had some ups and down but overall the experience was a success. Here are my take away's with the game we ran and played.
So, I asked John Wick how pressure works on Brute Squads. He looked at me and his eyes glazed for a second, he grasped his bloody mary and blurted, I don't know... it never came up." So we started brainstorming.
The first thing we agree on is that a player SHOULD be able to pressure a brute squad. but with the squad not having actions to spend, they can't really resist which makes for never really needing to ever use them. so this is the potential fix:
I love the new 7th Sea edition. However, I have a small trouble with mechanics of convincing NPC to do something. Okey, let me bring an example:
Let's say there's an audiance with the king. A Hero is trying to convince the king, that the Count Giorgio killed one of his friends. The Count is a close friend to the king and it should be hard to convice the king that he did that. Let's say that a Hero saw him doing that.