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7th Sea Core Rulebook (Second Edition)

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7th Sea is a tabletop roleplaying game of swashbuckling and intrigue, exploration and adventure, taking place on the continent of Theah, a land of magic and mystery inspired by our own Europe. Players take the roles of heroes thrown into global conspiracies and sinister plots, exploring ancient ruins of a race long vanished and protecting the rightful kings and queens of Theah from murderous villains.

Save the Queen of Avalon from treacherous blackmail!

Thwart a dastardly assassination attempt on the Cardinal of Castille!

Raid the villainous fleets of Vodacce Merchant Princes!

Free the Prince of the Sarmatian Commonwealth from a mysterious curse!

Make decisions that alter the very course of Thean history!

In 7th Sea, you are a Hero, an icon of Theah ready to live and die for causes that matter. You bravely take on a dozen thugs with swords, knives and guns all on your own. You are the trusted knight, a loyal bodyguard or even an adventuring queen herself.

In other words—you are d’Artagnan, Milady de Winter, the Dread Pirate Roberts, Jack Sparrow, Julie d’Aubigney, and the Scarlet Pimpernel all rolled up in one!

This is a game of high adventure, mystery and action. This is a game of intrigue and romance.

This is 7th Sea

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Reviews (43)
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Jeff D September 18, 2023 6:23 pm UTC
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Not worth the purchase. I am glad I got it on sale. I am extremely disappointed in Chaosium with this title. It is not on par with RuneQuest, Call of Cthulu, and other BRP titles. I never played the first edition of 7th Sea but I have played other pirate RPGs and this one was just very disappointing in the rules and presentation of them.
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Daniele S May 11, 2020 10:30 pm UTC
Here's my rewiew: https://www.youtube.com/watch?v=RrNAc_35mtU
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Paul B December 04, 2019 10:59 am UTC
PURCHASER
Looks good, Very much style over substance.
However it lacks the feel of the first edition, very disappointed by the rules and changes.

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Chris I June 12, 2018 7:48 pm UTC
I played the 7th Sea card game back in the day. I loved the game lore and have always thought about picking up some of the books...possibly to run, but more likely to read. I recently saw the new edition is out. How would you guys compare the two fluff/world-wise? If I loved the lore/art of the 1st, think I'd go for the 2nd?
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Anthony D June 12, 2018 7:53 pm UTC
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I actually wrote a pair of in-depth comparisons of the two editions some time ago.

https://stickybunton.com/2016/06/01/revisiting-7th-sea-second-edition-the-setting/

https://stickybunton.com/2016/06/08/revisiting-7th-sea-second-edition-mechanics/

I've also written reviews for everything leading up to Ifri, at which point I stopped due for various reasons, time being a primary one.

I'd be more than happy to answer anything else you'd like to know!
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Chris I June 18, 2018 8:38 am UTC
Thanks, Anthony! I'm still undecided...might just have to pick up a copy. Thanks for the reviews - really enjoyed your site! Thinking of checking out the new L5R and Zweihander as well. Keep it up with the reviews! :)
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Anthony D June 21, 2018 5:31 pm UTC
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I'm glad that it helped! No lie, I like the core rulebook for 2E, but found the rest of the books to be...lacking. My friends and I stuck with 1E setting with 2E mechanics and we hacked what was needed when it was needed. The game did fall apart over time due to schedules and some rather annoyed comments from players about new releases.

As for the reviews, I will do my best to keep writing. As long as someone's hosting, I'll keep writing :)
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David W September 01, 2017 1:17 am UTC
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Are there any present adventures modules going for this? It is a nice way top get the DM and players into the world and mechanics smoothly
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Akos O June 06, 2017 9:46 am UTC
After a couple of sessions I can say with great certainty, that the 2nd edition is a great disappointment.
The rules are mishmash of FATE, Houses of the Blooded, 7th Sea 1st edition and multiple tacked on sub-systems without any cohesion. The resolution system is a marginal improvement at best. The backgrounds are artificial limitations much like classes, totally unnecessary for a fiction simulator. Story rules are a more complicated version of the first edition backgrounds. Now you have Virtue and Hubris (why do I have to have them?), Sword schoools have one rule each, and duellists are and advantage, loosing much of their flair, etc. All in al not very elegant.
The world moved closer to generic fantasy / sword and sorcery: Dracheneisen became tolkinesque magic weapons, Eisen Ravenloft, etc. The new country, like fuax-Russia, does not really give a swashbuckling feel. The magic styles became more detached from the setting, specifically the new ones: fuax-witchcraft and faux-demon summoning (in swashbuckling...See more
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Adeatoyshe H April 16, 2017 11:19 pm UTC
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Just bought my copy and neither the high resolution nor low resolution .pdf files will open for me. I get a warning that the "file is damaged and cannot be repaired." Is there a way to get the .pdf I purchased to work for me? Or do I need a refund?
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March 16, 2017 2:04 am UTC
PURCHASER
Like this product but the PDF is very hard to use on a standard reader/tablet because of the way it's set up as a 2-page spread. Is it possible to get a 1-page layout version of this book?
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March 18, 2017 9:22 pm UTC
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I discovered that the issue is that this file defaults to the 2-page view in acrobat, rather than the usual 1-page view. Weird, but solvable.
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pawel T October 16, 2016 6:16 pm UTC
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On the beggining sorry for my english .
Like say Mark W...
I am very disappointed 2nd ed 7th Sea. I was da backer in this projeckt, and have book. But I get game for children, without any character from 1st edition. It is any heroic rpg. This is a game about common man, doing common things, in common world. Mechanics are tragic, entire system is a poor and like a bad joke. This mechanics kill entire heroism in 7th sea, and surprise factor - MG must tell player everything before roll, and then players make decision, after roll. A few skills, some odd advantages in fact like poor skil with one use. Sorcery are poor too, especially for Eisen; they lost dracheneisen and get in fact alchemy, not a sorcery. Swordsman school are terrible joke, give Hero one skill (mostly useless)... Secret Society... are ridiculous; in them are nothing Secret, any mystery, only common people with they common matter and common goal.
No NPC Hero, becouse this is a world only for player character. Villian are 2 number...See more
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Richard S November 28, 2016 8:45 am UTC
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First, let me say it's okay if you liked 1E better, I'm not saying you can't. :) I just want to note a couple things you might have missed, in case it makes it more fun for you:

"No NPC Hero, becouse this is a world only for player character."

Actually, the book does address this concern in a sidebar: It's stated you can either make NPC Heroes with Villain rules, or give them a full character sheet, depending on how important you want them to be.

"Villian are 2 number character (Power and Influence). Woow, it is greate. This is a Mr.6, or a Mr.8. Name are no matter, becouse villian have no individality; dont have weaknes and strenght. If have Strenght 6, they have any martial skill on 3, and roll in any martial rolls 6 dices."

Villains have Advantages just like Heroes, which give them clear cut strengths. If that's not enough, I see no reason you couldn't play it more old school and give them a full character sheet, since Strength + Influence...See more
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pawel T December 11, 2016 9:40 am UTC
PURCHASER
Sorry, but You dont understeand me at all.

1st.
In this world his creator not give me any intresting heroes from it. It is poor world. I dont have great NPC characters like General Montegue, Jeremiah Berek, Queen Elaine, Koshchei, etc., connected with game world. As a Game Master I van create everything. But in this way, I dont need that stupid begginig Heroes (40 pages) at all. This is a lost pages and money.

2nd.
Weaknes and streght are: he is very good in fight with sword or rapier, but can not fight with dagger or 2-handed sword. Or he cannot shooting from firearms. She is very good in seduction but not in oratory (to seduce someone no need talk). In this childish system Villians have every skills on this same level (half one of number), no matter what this skill is. Another matter, that for game creator fight sword or sabre or rapier is this same like with axe or spear. Shooting from firearms are this same like with bow. It is veeery cleaver and wise.
Adventages...See more
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Mark W August 10, 2016 5:56 am UTC
I borrowed the hardcover book from my friend very excited to see the system and changes. I then felt the need to discuss on this forum but does anyone else feel that the "streamlined" system for 2nd edition is almost a joke? No equipment, generic wealth trait to buy anything, 16 generic skills, no predefined villians/monsters/heroes, all weapons including fists do the same damage except for firearms and to "level-up" skills/traits/etc... instead of saving up XP I come up with a story heading and I write the END of that story to determine what I want as a reward and hope there is enough steps in that story to justify it. My 1st edition character is from vodacce great with his broadsword (medicore with his swordsman school) with varying skill with in a varity of social skills and some points invested in botanical arts. 2nd edition removes that level of individuality similar to the Borg from star trek. My botanical skills presumably replaced with the generic scholar skill (closest thing i...See more
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Dusan B August 10, 2016 6:13 am UTC
PURCHASER
All true, that's why I am modifying the mechanics a bit in my games. For example a guy with bare hands against a guy with sword/axe will have less dice for fighting.
The skills: example You gave with botanics. I intend to make the players choose a specialty when purchasing the Scholar skill - history, mathematics, astrology etc. or 'general education' meaning the hero attended some good school, and he nows general things, no specifics - like he knows some things about botanics, but won't be able to name every plant and every part of every plant and every effect that those plants have when digested.
Sandbox is good name for this game and it's easy to modify stuff as You like it.
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David F August 10, 2016 7:23 am UTC
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This is why I gave the game 2 stars in my review. I get the idea of removing some of the ballast from a game to make it faster but instead of removing some of the math and unclear details like movement, they removed choices. And choices are the most important part of an RPG. The book may state that "it doesn't matter what weapon a hero uses" but let us be honest: It does matter if your hero refuses to take a powerful, magical weapon to beat the villain with his father's inferior sword (which would be a signature weapon here and therefore superior). And the treatment of the swordsman schools are just insulting. The idea that I could learn the Drexel (Zweihänder) school and then apply its functions to a rapier is just ludicrous.
Generally, I would use this book's lore and then apply it to the rules of first edition. There is a lot of good in the book, but I personally played for a full playground and not a sandbox that came with hardly any sand and no toys in it.
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Justin F September 23, 2016 5:59 pm UTC
PURCHASER
I come from a GURPS background so I think I understand where you are coming from. Even 1st edition would have probably felt that way to me coming from GURPS. However, despite it seemingly missing the game part of a Role Playing Game I decided to try it out. I personally love the difference and so by my players. There is much less game but I also play board games with my group and we get our tactical itches scratched that way. But having played 7th sea I think the balance of rules is actually perfect for role playing. There are still enough rules in places that it provides a structure do build the role playing on, but not so many that you need to break from the game to play a different game to get back to the game. Overall, it used to be maybe once a month that the stars would align and we would have epic moments in our games, but with 7th sea we find it happened all night long. We will miss GURPS and it will always hold a place in our hearts but I think this is what we were really after all along and just didn't...See more
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July 28, 2016 2:47 am UTC
PURCHASER
Why is there no Print-on-Demand option available for this title yet? Does anyone in here know?
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Anthony D July 28, 2016 2:50 am UTC
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That's because there probably won't be a Print on Demand option. Wick and Co. have mailed out physical copies to backers and will be bringing copies to GenCon. Afterward, they will be selling them on their site (and probably a few other shops).
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July 21, 2016 11:48 pm UTC
PURCHASER
I should point out that this game is not politically correct. It's based on stereotypes of various European nations, and no attempt has been made to disguise that. If that kind of thing makes you uncomfortable, steer clear.
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Peter S July 22, 2016 5:16 am UTC
PURCHASER
To me it felt like it's a universe based in/on fiction rather than reality, not really an excuse I suppose... but to me it made it less... uncomfortable.
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Dusan B July 22, 2016 6:17 am UTC
PURCHASER
What kind of things exaclty could make someone uncomfortable?
Eisen = Quadratisch. Praktisch. Gut, Montaigne = frogs and fashion, Castillian = hot headed and honorable, Voddace = scheming and treacherous, Sarmatian Comonwealth - quarrelsome and loyal, Avalon = pirates/privateers, reckless and brave etc...

Those things are true and as the Theah is based roughly on our XVII Earth they are even more true, but still fiction. Everyone knows those are stereotypes or rather how others view a particular nation. Those main nation traits help new players a lot.

Noone stops You from playing a scheming, treacherous but also brave, frog liking Eisen right? It's a game. You can't be offended by a fictional game right? Right?


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Justin F September 23, 2016 6:05 pm UTC
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I should also probably point out that nothing is politically correct, including being politically correct. So don't forget that. If our purpose in life is to never do anything that someone somewhere would take issue with if they watched a movie of your life, then we are all damned.
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Anon A October 26, 2016 5:38 am UTC
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And once again no racist stereotypes of Polish-Lithuanians like myself.

I feel left out.
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VALENTINOS K July 09, 2016 7:25 pm UTC
Hows the magic system in this?
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Anthony D July 13, 2016 5:43 pm UTC
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It's a whole lot cleaner than the previous game. If you've played 1st Edition, you'll be happy to know you can have magic AND a swordsman school at chargen and not feel hosed.

It boils down to "Spend a token, cause a special effect." It's not perfect, but it's pretty solid and easy to tweak. My current game has two sorcerers and they are ecstatic with how it works compared to 1st Edition.
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VALENTINOS K July 20, 2016 4:45 pm UTC
Thank you. Actually no, I never played 1st Ed. although it has been on my radar for years. Just on the lookout for nautical rps :)
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Anthony D July 21, 2016 7:35 pm UTC
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Trust me, if you like systems that emphasize storytelling but have enough mechanical crunch to keep things flowing, you can't go wrong with 7th Sea 2nd Edition. Combat is fast paced, and magic won't bog down the game (i.e. you won't have to worry about 6 rulebooks with different spells to navigate through).

The 1st Edition has some great stuff, but combat is a long process and magic is a bit weak.

I wrote a two-part blog post comparing the setting and mechanics of 1st and 2nd Edition back in early June. You can find the links (and ways to comment to ask questions) here: https://stickybunton.com/author/librarianpc/
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VALENTINOS K August 02, 2016 7:01 pm UTC
Thank you for all the info, will check the link out.


And just to be clear, I want to use this with a nautical homebrew world:


Need something that encourages storytelling and fresh ideas but has enough mechanical crunch to keep me interested(like magical systems and even maybe called shots and dueling and naval rules) but at the same time remains towards the lite side of things (light side hehe).

Also it doesn't have to be similar to D20 systems (in fact I am trying to steer away from that sort of thing, as I ve had my fill) but not completely alien either as my players like certain mainstream ideas (mainly classes and races etc)

I know its contradictory and makes me sound a bit particular, but thats what I am looking for right now.


:)
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Anthony D August 02, 2016 7:25 pm UTC
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Well, you won't have the normal races/classes rules, as the character creation is a bit more freeform; choose a nationality and choose two Backgrounds, then spend additional points on whatever you want.

This system does promote storytelling and give rewards for it. Called shots are just narrative, though, as is a chunk of rules. In fact, a large majority of the game moves at the speed or narration/plot, but it works, IMHO.

It's a good game, not going to lie. It's flexible, easy to mod (working on a Dishonored hack for it now), and my group seems to be enjoying the rules and changes in the setting. If you like narrative games, I think you'd enjoy this.
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VALENTINOS K August 02, 2016 7:52 pm UTC
I am looking at your full length review at the moment.

Are you familiar with Legend? And pirates of Legend?

There seems to be a game out based on that (and/or Basic Roleplaying/Runequest) called 'Pirates & Dragons'

Out of curiosity:
Would you say 7th Sea is better if you had to compare the two?

In any case thank you :)
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Anthony D August 02, 2016 7:56 pm UTC
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I've only glanced at Legend once some time ago, so I really can't answer your question. Sorry.
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June 30, 2016 3:33 pm UTC
Does anyone know how much of the book is world information/lore?
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Mark T June 30, 2016 11:05 pm UTC
About 100 pages of the book is dedicated to explaining the world of Théah.
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Dusan B July 01, 2016 5:43 am UTC
PURCHASER
I'd say quite a lot
Pages:
18 to 114 (Theah, Nations)
119 to 132 (Nations again in Hero Creation chapter)
204 to 228 (Sorcery whis is most info about the world)
260 to 271 (Secret Societies)

+ some info in other parts, where the mechanics is described.

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July 02, 2016 12:38 am UTC
great, thank you
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Dusan B June 23, 2016 6:13 am UTC
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Is it me or for the time being the Rune/Glyph magic of the Vesten.... is missing?
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Dean S June 23, 2016 9:17 pm UTC
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Yeah there is no Vesten Rune Sorcery within this rulebook
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Joe A June 25, 2016 2:35 pm UTC
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There is a 4pt vesten only advantage seider which allows the use of Runes for divination. (and lets you do a couple of other things) But it does not match the 'classic' Laerdom and is not a sorcery.
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Rian S April 09, 2017 11:55 pm UTC
The rune magic will be out in one of the Nations of Theah books. It's not gone, just delayed
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Jason H July 19, 2020 6:39 pm UTC
PURCHASER
I don't see Laerdom in the nations of theah book 1 where the vesten information is. Has anyone seen the vesten or castille sorcery rules?
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Product Information
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Pages
304
Publisher Stock #
JWP7000-PDF
File Size:
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File Last Updated:
June 21, 2016
This title was added to our catalog on June 21, 2016.