If the villain is directly involved in the Dramatic Sequence, then she should get a roll and have raises to spend to affect the scene as well.
Or make it a Group Opportunity 1 raise from each Hero in the scene, each player must describe how they are contributing to the ruse. If the villain's strength is higher than 5, it's probably a bad metric for a Dramatic Sequence. To be honest, unless the hero pushing the ruse has some Advantage Knack to do so, I'm not sure I'd let them dup a master manipulator type villain — not in any significant way.
And if they did, it would be part of the villain wrapping them up in her scheme. Whenever you want. You could roll 15 dice for every Risk if you wanted to. But here's the trick, once you do that, the players' know what they are up against. Now, that's probably not a bad thing for an established archvillain like Cardinel Verdugo or Villanova, but it removes some of the shock and surprise as well.
Rolling fewer dice can lure your players into a false sense of security, enticing them to act bolder and more reckless until you spring the trap. So lets go back to your previous question. The players have telegraphed their plans to attend this party to sucker the big bad. You could roll your 15 dice, take your 7 raises, and really mess with their plans. Or you could roll 8 dice, take your 4 raises and make the ruse possible. Now the players think, golly gee, we can really push this guy.
Imagine their horror, 2 sessions later, when you drop the whole enchilada on them and put them back on their heels. BTW, I still hold up the Kingpin in Daredevil season 1 as a golden example of how the villain mechanics in 7th Sea are supposed to work.
So if you have any confusion whatsoever in how this whole whittle away at Influence until the villain is vulnerable is supposed to work, watch Daredevil.
It's perfectly textbook. I'd be shocked if the developers didn't watch that when they were fine tuning those rules. Shocked, I tell you. Also, if you want to read up on master manipulators, I can recommend Scott Lynch's Locke Lamora novels. They are basically Fantasy Heist novels, with so much double crossing and manipulating going on Watched Daredevil twice now, And Lynch's books are what I used to convice a player to try 7th Sea ; Okay, enough questions, I'll be back with a session report after our game tomorrow :.
The PCs go to the cemetery. PC1 hides and uses a raise to find an empty vial of poison, he also relocks the cemetery gate. PC2 checks the ground and analyses the tracks. PC3 also looks for dangers etc. They approach the grave.
They roll their approaches, PC1 is surprised and does nothing he rolled really poorly. The Duelist Villain attacks PC3 inflicting a lot of wounds. The PCs fight the undead body and then PC1 goes after the villains. After taking some wounds he spends a raise to call for help.
This was a long fight, mainly because we were learning how to do that, analyzing manuevers etc. Then again drama sequence. The Hexe talked to the dead villain this was a lot of fun and learnt some details. But they spend too much time analyzing the graveyard etc. Again Action Sequence. When the PCs arrived they saw two carriages. One was already leaving, with a masked man inside. The other was ready to go, with 3 Brutes blocking the way. PC1 ran to the leaving carriage getting some wounds from the blocking squad as the consequence and killed the driver.
PC2 Attacked the blocking brutes. PC3 shot one of the brutes on the first carriage. Otherwise guns would be too good. Anyway, to keep it short: PC1 managed to stop the carriage, PC2 got inside and the villain tried to take the girl hostage.
He failed she almost died but for a spend Hero Point , got out, they fought, the villain almost won, but eventually the Heroes emerged victorious. If you do not see your warehouse shown above, you can order the Print-on-Demand version instead. If you order this product at Chaosium. They will print it and send it directly to you.
This lets us give you the PDF when you get the printed copy. Purchasers of physical products get the PDFs for free.
Please check your shopping cart for a link to the PDF before you begin the check out process. We have you covered! If you purchase a PDF we will send you a discount coupon just before the physical book goes on sale to offset the PDF purchase price you have already paid. Get the rulebook here. And if you want a more heroic experience, you can pay all Down Darker Trails scenarios with Pulp Cthulhu.
Designed for 7th Edition Call of Cthulhu. A Pulp Cthulhu compatible product. Experience it with 7th Edition Call of Cthulhu. Free conversion guidelines. Designed for RuneQuest: Roleplaying in Glorantha.
By clicking this button you'll begin downloading the CaliberSetup installer. About us Wallpapers Support Register Sign in. FAQ News Store. Installation guide 1 Press the Download Game button — this will start the download of the installer Mb 2 Launch the installer and follow its instructions.
Learn how your comment data is processed. Calibri Font. Related Posts.
0コメント