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7th Sea hero art
John Wick Presents / Chaosium

7th Sea

"Swashbuckling heroes, duels and intrigue in a fantasy 17th-century Europe."

2e
Diced10 pool
Players3–6
Prep~30 min
Foundry VTTCommunity
Complexity
What is this system

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.

Setting

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.

What it looks like at the table
The Montaigne ballroom is burning and the Cardinal's letter lies across the hall behind a squad of four guards. You swing over on the chandelier: Finesse 3 + Weaponry 3, plus a bonus die for the description — seven d10s. They come up 10, 7, 3, 6, 4, 8, 2: four Raises. One to cross the hall, one to snatch the letter, two to drop two guards. The last two brutes hit back for two Wounds.
Playstyle
Action Narrative Social Fantasy
Key mechanics

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.

What people say
If you like swashbuckling adventures and heroic characters, this is definitely the best system and a real upgrade from First Edition.— Charlie Etheridge-Nunn, Who Dares Rolls
Skipping this is skipping over one of the most interesting pieces of game technology in 7th Sea.— Rob Donoghue, The Walking Mind
Art & materials
Free resources

Written and curated by Kejid — TTRPG player & GM

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