By Jennifer Wick, John Wick, Kevin Wilson, Rob Vaux
This compilation of principles, updates and participant info comprises info on each point of seventh Sea.
Read or Download 7th Sea Compendium PDF
Similar gaming books
For hundreds of years, the Quincunx has encouraged its truths as absolute and with out peer, destroying all those that might refute its methods. for hundreds of years, although, a handful of dharmas have survived the Quincunx's tyranny, following trust buildings alien to the center state. Now, with the 6th Age nigh, the so-called heretical dharmas develop in energy.
The Legions of Hell It begins with the humming of flies. The scent of rotting meat. Then the whispers start. they're in the market, expecting a second of weak point to allow them to slip via, hungry for the vices that feed them. you may as well allow them to in - even though be cautious of the fee. a personality e-book for international of Darkness A source for portraying demons on this planet of Darkness, from spirits of evil to the Hierarchies of Hell.
Legends of Anglerre shoves an incredible conflict awl within the arms of the Ennie Award nominated Starblazer Adventures roleplaying video game. This stand-alone delusion interpretation of the preferred destiny ideas good points certain settings: -Anglerre, the area featured within the unique Starblazer fable comics, and -Lords of the Hither Kingdoms, a new environment.
Maybe no atmosphere is extra iconic, extra various, and extra fearsome than the dungeon, and in case you delve into the perilous, monster-infested ruins of a long time misplaced, you would like the entire assist you can get! Intrepid explorers looking for the final word tomb raider’s boon want glance no extra than Pathfinder participant spouse: Dungeoneer’s instruction manual!
Additional info for 7th Sea Compendium
Artifacts The Drachen All Drachen artifacts are huge, much too large to carry out of a site, let alone use. However, their vast halls are filled with tools, furniture and other implements that make a man standing among them feel very small indeed. Because the Drachen relied on sorcery rather than technology, their “artifacts” are rather primitive compared to other cultures. 1. An enormous rod topped with man-sized pictographs, made of lustrous gray stone and weighing several tons. When a Hero touches the correct pair of pictographs at the same time, he ceases to age for next five years, although the only noticeable effect at the time is that of energy being transmitted through the Hero’s body.
Apparently a Vodacce sailor named Leon lived in this cave for several years after being shipwrecked on the isle some 60 years prior to our arrival. It is from his diary that we learned of several insects to avoid. Leon, because of his meticulous style of note-taking, probably saved dozens of men’s fives. The diary ends with an entry stating that he had finished building a raft and stocking it with food, and that he was going to attempt to sail off these isles. Although I have made a point of checking historical documents in every country I have visited, I have yet to find any evidence that suggests Leon survived the journey.
Designing Your Own Artifacts There are four important guidelines to designing your own artifacts. Theme Each old race has its own theme ( clockwork, magnetics, insectoid, etc. ). We set up these themes to give you plenty of space to improvise. Sure, you don’t know everything about the Domae, but you know enough about magnetics to make up some really weird stuff for your Heroes to play around with. Keep It Small Don’t let your artifacts out-do the genre. Too many weird gadgets and your Théah will look more like a science fiction novel than a swashbuckling movie.