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Random musings and discussions around anything related to the 7th Sea 2nd Edition

Here's something that's been stewing away for a while as I slowly work on plots for my games (if my group will ever agree on a time to meet this holiday season), and I'm hitting a debate.

I've seen many claim that magical items, syrneth artifacts, or any other item of "power" should be classified as a Signature Item. My concern here: how would you handle magical items that don't fit into the regular rules of just adding bonus dice?

"Smilies exist because no one's bothered to create a sarcasm font." --Lost_Heretic

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From reddit, Michael Curry said:

"The bit in Parry and Riposte about still needing to perform these Maneuvers on your turn is being removed, so you can do those even if it isn't your turn.

Basically, if you are spending Raises to prevent yourself from getting hurt, you can do it even when it's not your turn."

https://www.reddit.com/r/7thSea/comments/5fay8h/my_first_session_impress...

 

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  • by BluSponge blusp...
  • Wed, 11/23/2016 - 09:45
  • 1 comments

Aside from this thread, does anyone know where I can find a list of major themes associated with each Nation in Theah?  I'm talking big picture, bullet pointed stuff.  I'm looking for a way to encapsulate each nation for my players (an myself as a reference aid).

Thanks!

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  • by BluSponge blusp...
  • Sun, 11/20/2016 - 08:15
  • 4 comments

On my list of villains for a potential campaign is the idea of a corrupt losejas. After all, that's one of the goals of the dievas right, to turn the sorcerer into a villain? But if that's the case, would the dievas make a deal with an unscrupulous individual (no sport in this one) to work wickedness on the world. I wouldn't think a villain would be interested in destroying a devitas with its true name so much as achieving mastery of it. 

So help me out please. Throw out some cool ideas for a Sanderis wielding villain. Nothing too detailed. Let's see what we can come up with.

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  • by BluSponge blusp...
  • Fri, 11/11/2016 - 11:32
  • 4 comments

Now for something completely different and unrelated to the dueliing rules.

How would you handle bombs and explosives in 7S2?  Obviously, from the GM side, it could just be a shared consequence.  But I may need to go a bit further down the rabbit hole than that.  I'm looking at running a game next year and one of the villain ideas I'm considering is a Rilascre member who is a real bomb thrower.  

What do you think?

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  • by BluSponge blusp...
  • Sun, 11/06/2016 - 08:29
  • 2 comments

Has anyone ever distilled all the destiny spreads from 1st edition into a single, coherent group?

Chances are I'm going to be running 7th Sea in the near future and kinda like the idea of using the destiny spread to determine past and present events for characters. Not so much the free abilities the destiny spread originally imparted though.

I'm also thinking a version of the destiny spread for creating interesting villains.

Tom

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  • by Joachim Deneuve...
  • Fri, 11/04/2016 - 12:35
  • 1 comments

So, I've just started playing a Porté sorceror in an online game, and realised something interesting.

In 1e, all porté sorcerors had their hands gradually and permanently stained blood-red, like a birth-mark, as they used their magic.  This meant that they could be easily identified by inquistors and the like, for burning.  On account of this, gloves were high fashion in Montaigne, and backed by l'Empereur.

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  • by Ben Kimball
  • Thu, 11/03/2016 - 11:40
  • 6 comments

Hi everyone! First time registrant on the forums, and I was unable to use the Search feature so I hope this is not a duplicate question.

My question is, how does the Opportunist advantage work? Does the opportunist "steal" the Opportunity away from the Hero that created it by spending the Hero Point? That seems a little anti-social for a player. Is it intended only for use by Villains, maybe? Or do both players, the Opportunity creator and the opportunist both gain the Opportunity?

Thanks!
Ben

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