"Swashbuckling heroes, duels and intrigue in a fantasy 17th-century Europe."
7th Sea Second Edition is a swashbuckling roleplaying game of duels, piracy, intrigue and sorcery set in Théah, a fantasy mirror of 17th-century Europe. Players are larger-than-life Heroes who almost never simply fail: instead of testing success, the dice decide how much they can accomplish at once. Roll a pool of d10s, build Raises, and spend them to act, dodge Consequences and seize Opportunities. Advancement comes not from experience points but from Stories that players write for their own Heroes.
Théah — a continent of rival nations echoing 17th-century Europe: musketeers and decadent courts in Montaigne, an Inquisition loose in Castille, fate witches in Vodacce, pirate republics on the seas, secret societies and ancient ruins everywhere.
Risks & Raises
Roll d10s equal to Trait plus Skill and group the dice into sets totalling 10. Each set is a Raise, spent to achieve your intent, cancel Consequences or grab Opportunities.
Hero Points & Danger Points
Spend a Hero Point to add one die to your own Risk, or three dice to a friend's. The GM buys your unused dice, feeding a pool of Danger Points.
Brute Squads
Nameless thugs fight as one unit with a single Strength rating. Each Raise removes one brute; whatever is left at the end of the round deals that many Wounds.
Stories
There are no experience points. You write your Hero's Story as a goal and a series of steps; finishing it earns the Advantage, Skill or Trait you named at the start.
Open in Session Zero to let every player vote and see the results.
