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  • by Vincent Arebalo
  • Mon, 08/22/2016 - 05:50
  • 7 comments

I feel as though I am missing some of the mathematical nuances of Villain development:

Whatever villain strength I go with, is that villain's initial influence infrastructure to be paid out of the initial points? Or, should I provide him with infrastructure in addition to the starting value? [It seems to me that the villain would not be very influencial in the former case, and likley be far too easy to defeat.]

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  • by Krzysztof Chyla
  • Thu, 08/11/2016 - 08:03
  • 6 comments

Hello everybody! I'm new to these forums, so if this question was asked already, please direct me tro the proper thread :)

Having re-read the rules again, before today's inaugural 2ed session, I've noticed the wording of boni given to Heroes and Villains due to the Heroes Dramatic Wounds mentions Risks only!

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  • by Patrick McCoy
  • Fri, 07/01/2016 - 14:39
  • 4 comments

So I am a little terrified of the new rules. Let's say the heroes are going against a villain that is very skilled or has some kind of special weapon. He could obviously easily have a 10 in STR. If I understand the rules correctly he needs 11 wounds to take a dramatic wound. So you would be looking at 44 wounds to knock someone out.

I am I crazy or is this seem like....really hard for a normal group of 4 to 5 players. Each player would let's say deal 3 to 4 raises worth of wounds each beat. It could easily take them forever to displace 1 STR 10 villain.

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  • by BluSponge blusp...
  • Fri, 06/17/2016 - 15:34
  • 9 comments

So 2nd edition jettisoned the whole seperate Villainous Flaws and Wiles in favor of keeping everything under the umbrella of standard Arcana.  Villains get a both Arcana, which works I suppose but lacks the flavor of the old systsm.  How are people finding that works out in play?

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  • by BluSponge blusp...
  • Fri, 06/17/2016 - 10:31
  • 5 comments

I love idea generators!  Since I've recycled my old 7th Sea villains in my current witch hunter game, I need to come up with a new crop of villains for my next campaign.  So in the meantime, I thought I'd start compiling some nice tools for GMs to create villains and can use some help.

I'm thinking about two tools in particular.

First, a collection of villainous archetypes, including those from the swashbuckling adventure Heroes and Villains book.  This being an idea generator, I'm not really interested in stats.  I'm thinking a template like this:

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