The votes are in, and my group of players have almost unanimously elected to go with a high seas adventure game with strong involvement of secret societies. And with that, prep for our 7th Sea game can really begin in earnest. Not that I haven’t been brainstorming and scribbling down ideas for awhile now, but this gives me a definite direction with which to steer the ship, so to speak.
With the holidays upon us, I am sneaking in whatever time I can manage to do a bit of prep for the forthcoming 7th Sea campaign. It’s coming along nicely. I feel I have quite a few resources collected that will make my work easier when we dive in around mid-January. And since it’s the holidays, I want to share some of the fruits of my labor with you.
So first up, a 7th Sea Ship Name resource. Along with a reformatted version of Finn’s Companion #3 (any of you old hands remember that one?), I’ve included a list of authentic ship names from the 17th Century British and Dutch navies, along with pirate vessels of ill repute. So you can either grab a name from antiquity or mix and match something new for your players to grapple with. This should be of help to anyone running a historical (or semi-historical) nautical game. I’m going to add this resource on the Downloads page as well.
This is something I started working on as a shorthand method for creating interesting villains on the fly. The idea was based somewhat on D&D 3/3.5’s monster templates. Find the archetype that fits your concept of the villain, and you now have a handful of related Advantages you can apply as desired. Not every villain who fits an archetype will have all the recommended Advantages, nor are they limited to just those Advantages. But now the GM has a condensed list of “go-to” abilities for creating villains on the fly, or just as an idea generator.
These archetypes don’t address Arcana or Stats, as those will need to be personalized to the villain.
I hope you find them useful.
Villainous Archetypes are meant to be broad pictures of a villainous character. They are tools meant to speed up the design of a villain. Find the one that best fits your concept of the villain and then apply the recommended Advantages.
Come Hither (2), Disarming Smile (2), Opportunist (3), We’re Not So Different (5)
Friend at Court (2), Indomitable Will (2), Lyceum (4), Opportunist (3), University
Of all the cheat sheets and references I’ve made for Witch Hunter, probably the most valuable for us has been the Character Creation cheat sheet. It doesn’t get used very much, but it proved its worth when we welcomed a new player a few months back. It’s also very handy for auditing characters.
Having it as a Evernote note has had its ups and downs. So last year, I set out to create a PDF version. The result morphed into something very new. And now I’m making it available here on downloads section.
The Witch Hunter Character Creation Workbook was envisioned as a four-page folio with a double-sided worksheet insert. It walks you through the character creation process, complete with page references and highlighted rules references. The format, I think, is even better than the older Character Creation worksheet. I think Witch Hunter: Revelations players and GMs will find it especially useful. It does make one assumption, that the group will be using the Heroic Power Level (as opposed to Gritty or Cinematic) when it comes to Advancement.
So give it a look. And may 2016 be a good year for Witch Hunting!