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8

If I correctly understand the question being asked, you are asking us for effective techniquest to use in describing combat against multiple oponents. I could answer this in an system-agnostic manner, as Im not very familiar with 7th sea, but Im sure you will be able to relate my advice to this system. What is important for mass combat, I dont think you ...


7

Villains can be built along the same lines as heroes, with a number of points based on where you want this guy to be relative to the group. If he's got as many points as one of your heroes, he'll be in a lot of trouble if he gets ganged up on unless he has some manner of ace up his sleeve. This is one reason why most of the published villains are so much ...


5

If the scalpel isn't working, pick up the hammer. My reading of the rules is that a Fate Witch should be able to see a villain's Arcana. It's a nice, tangible bonus for someone who plays a character type that doesn't often get to directly affect play. As for others, well, the roleplaying cues are a good idea. But it's hard to direct players where you (and ...


5

Other than calculating the dice pool differently ([Members] k [Threat] instead of [Attribute + Skill] k [Attribute]), brute squads attack like anyone else. The margin of success stuff only factors in when they deal damage... And you don't deal damage when you attack another brute squad. So one brute squad attacks another just like anyone else does: They ...


5

If character has the ability to speak to a normal wolf, and tries to speak to an irrevocably insane one, he should probably have no more trouble than in speaking with an inhabitant of an asylum - technically possible, but in no way easy. I'd suggest Speak + Wits roll to succeed in understanding or communicating something. The TN is up to you - decide how ...


5

Posting this as an answer, to give myself some more room to type. The stock 7th Sea initiative system seems like it would work well for this. To summarize the system, for those following along at home: Combat is held in rounds of 10 phases each. At the start of each round, each player rolls a number of ten sided dice equal to their Panache rating ...


5

The main issue here is what sorts of food you want to feed your crew. Keeping it to jerky and tack would reduce the cost to roughly 1g/person-week as per the equipment list in the PHB. Therefore one "cargo point" of jerky and tack would be 600g (1g x 25 people x 24 weeks). However that's playing it thrifty. When you want to have a well balanced meal ...


3

There are multiple reasons to go for Active Defense. The odds are in fact against you most of the time when your Wits is a 2, an AD can be pretty farfetched. What you are typically aiming for is at least one explosion if they have already succeeded at the attack. IN the situation above, it is difficult especially when facing an opponent rolling and ...


3

Bear in mind that 7th Sea advantages are often about spotlight time -- if an advantage is a disadvantage in game world terms, but it will still give the character more attention at the game table, it's an advantage. I think Scoundrel is one of those advantages, which is why it's relatively cheap. But if the character plumbs the depths of depravity, he's ...


3

There are a few sets of homebrew rules out there. The 7th Sea blog Courtiers & Criminals has some good ones that try to use the official rules as much as possible. It does not use a mat or track actual ship movements - rather, those are abstract. I find this allows me to concentrate on the story: ...


3

The primary idea behind the naval combat was to turn it into a board game (pg 182 of the GM guide). Thus each ship is one character, and the actual PCs contribute their individual knacks to a roll but otherwise it's the crew of the ship, once again condensing mass combat into easier to manage segments. The easiest way requires less desk checking than you ...


3

I've had the same problem, found no answer for it in the book and ran monsters successfully by using the following algorithm: Multiple entries in a bestiary are multiple weapons available to the monster. It can use only one for an attack or parry, but can choose where it is sensible. The classic example is a Grappling bear falling back to its bite, just ...


3

The primary issue I think you'd run into is not knowing the riverbed. Certain portions of rivers are known to have shifting sandbars, sunken trees or debris from a shipwreck, and so on which would not be visible from the surface of the river but could easily damage a ship or you could run aground and become stuck. You would need the help of a rivermaster ...


2

Depends on the type of ship they have and its size. Real-world seaworthy sailing ships had difficulty with rivers because of the wide berth needed to maneuver under sail. A sailing ship could physically move down a river that has sufficient draft, but often being towed by rowboats (kedging) was the solution in those cases. Or, towing with horses or oxen for ...


2

We used a house rule where characters could blunt their weapons for the duration of the combat. The characters would have to describe what blunting action they take (use the flat side of the sword, for example), and some weapons (pistols) cannot be blunted. A blunted weapon counts as regular damage for the duration of combat, but, once combat is over, all ...


2

bear in mind that in an ambush, combat hasn't started until the ambush is triggered - ie when the attackers jump out from behind the trees, or where-ever. So the phase that the surprised target forfeits is always the first phase. Its the phase of combat where the attackers are jumping out on the victims, and the victims are standing there with a stupid look ...


2

Here is the list from the 7th Sea Character Handbook (01-2004). Die Kreuzritter p. 69: Ambush = Kazi, at Altamira Stealth = Kazi, at Altamira Tracking = Kazi, at Altamira The Invisible College pp. 78-79: Mathematics = Reimar Derviny, Vestenmannavnjar Research = Ravenild Hibbot, Avalon Natural Philosophy = Alvara Arciniega, Castille Los Vagos p. ...


2

Mechanically, there is effectively no reason to use your off-hand to parry, unless you have a swordsman school. You're not missing anything. That's just the way the mechanics work. There are a very few items that reward you for parrying with them (such as the Shield in the Vesten source book), but these are few and their effects are minor. An off-hand ...


1

For one thing, it doesn't matter what the off hand object is. If you want to have two swords and parry with one and not the other you can use the same skill, but if you want different things then yes you need the other skill as you've said. The bottom line is that there is no "Ambidexterity" advantage that other games might boast. The Left Handed ...


1

It depends on what you want to achieve. Ussuran rule-book says to start with animal stats - I see no problem with that. It's a wolf, after all. They offer some modifiers, but not to attack/damage rolls. Up to you if you want to honour this or not. However thinking combat... first of all are your heroes dumb enough to kill/hurt Matushka's nobility in ...


1

After reviewing some items the best option seems to be using the "Mass Fire Volley" system in the Montaigne book. I create a Volley number based solely on the acting brute squad and the attack is the volley. Since the rules for a firing line specifically say that each hit on a brute kills it, then I can mod it to just a KO since its not a firearm and thus ...



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