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Ezekiel Green
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Download 7th Sea RPG Second Edition PDF for Free: A Complete Guide

7th Sea RPG PDF Free Download

If you are looking for a tabletop roleplaying game that combines swashbuckling and sorcery, piracy and adventure, diplomacy and intrigue, then you might want to check out 7th Sea. This game is set in a fantasy world called Théah, a land of magic and mystery inspired by our own Europe in the 17th century. In this article, we will give you an overview of the game, its setting, and its rules. We will also show you how to get the PDF files of the game for free, legally and ethically. Finally, we will tell you why you should play this game if you love stories of heroes, villains, romance, and adventure.

7th sea rpg pdf free download


What is 7th Sea?

7th Sea is a tabletop roleplaying game created by John Wick and Jennifer Wick in 1999. It was originally published by Alderac Entertainment Group (AEG), but in 2016 it was successfully crowdfunded for a second edition by John Wick Presents (JWP). In 2019, Chaosium acquired the rights to the game and continued to publish it under its banner.

The game is a "swashbuckling and sorcery"-themed RPG that takes place on the continent of Théah, a fantasy version of Europe in the Age of Exploration. Players take on the roles of heroes who are thrown into global conspiracies and sinister plots, exploring ancient ruins of races long vanished and protecting kings and queens from murderous villains. It is a world of sharp blades and sharp wits, where a cutting retort can be just as deadly as a sword's point.

The World of Théah

The setting of 7th Sea is one of the most diverse and colorful cultures, each with its own history, traditions, and secrets. The eight nations of Théah are: - Avalon: A green and enchanted island, ruled by the charismatic Queen Elaine, who has a mysterious connection to the land and its faerie inhabitants. - Castille: A devout and fertile nation, home of the Vaticine Church, which is facing a crisis of faith and corruption, as well as a war with its northern neighbor, Montaigne. - Eisen: A proud and war-torn land, ravaged by decades of conflict and plague, where brave soldiers and mercenaries fight for survival and honor. - Montaigne: A decadent and powerful nation, led by the tyrannical Emperor Léon, who lives in luxury while oppressing his people with heavy taxes and harsh laws. - Sarmatian Commonwealth: A democratic monarchy, where the nobles and the peasants share equal rights and responsibilities, and where magic is a common and accepted part of life. - Ussura: A vast and wild nation, where the people live in harmony with nature and follow the guidance of their ancient spirits, known as the Matushka. - Vestenmannavnjar: A nation of raiders and traders, who have abandoned their old ways of violence and embraced a new era of commerce and prosperity. - Vodacce: A nation of merchants and schemers, where the powerful Princes vie for influence and wealth, while their wives secretly practice a forbidden form of sorcery. The Heroes of 7th Sea

In 7th Sea, you create your own hero, a person of action and adventure, who lives by a code of honor and seeks to make a difference in the world. You can choose from a variety of backgrounds, traits, skills, advantages, sorceries, and dueling styles to customize your character. Here are some examples of the choices you can make:

- Backgrounds: These are the aspects of your character's life that define who they are and where they come from. You can choose from options such as Aristocrat, Criminal, Explorer, Merchant, Sailor, Scholar, Soldier, Spy, or create your own. - Traits: These are the innate qualities of your character that measure their physical and mental abilities. You can distribute points among five traits: Brawn (strength and endurance), Finesse (agility and coordination), Resolve (willpower and determination), Wits (intelligence and perception), and Panache (charm and charisma). - Skills: These are the learned abilities of your character that reflect their training and experience. You can choose from a list of skills such as Aim (shooting), Athletics (running, jumping, climbing), Convince (persuasion), Empathy (reading emotions), Fight (melee combat), Hide (stealth), Notice (observation), Perform (acting, singing, dancing), Ride (horsemanship), Sailing (nautical knowledge), Scholarship (academic knowledge), Tempt (seduction), Theft (pickpocketing, lockpicking), Warfare (tactics), or create your own. - Advantages: These are the special benefits that your character has acquired or inherited. They can be anything from contacts and allies to languages and equipment. Some examples are Ambidextrous (using both hands equally well), Connections (having influential friends or associates), Duelist Academy (having trained in a specific style of combat), Indomitable Will (resisting mental influence), Jack-of-all-Trades (having a basic knowledge of all skills), Large (being bigger than average), Linguist (speaking multiple languages), Membership (belonging to a group or organization), Patron (having a benefactor or sponsor), Reputation (being known for something good or bad), Rich (having more money than most people), Small (being smaller than average), or create your own. - Sorceries: These are the supernatural powers that your character possesses or has learned. They are rare and often feared or envied by others. Each nation has its own form of sorcery, such as Avalon's Glamour (the ability to shape reality with stories), Castille's El Fuego Adentro (the ability to channel fire through one's body), Eisen's Hexenwerk (the ability to create potions and talismans from human body parts), Montaigne's Porté (the ability to teleport by tearing through space), Sarmatia's Sanderis (the ability to make deals with devils for dark gifts), Ussura's Pyeryem (the ability to shapeshift into animals), Vestenmannavnjar's Galdr (the ability to invoke runes for various effects), or Vodacce's Sorte (the ability to manipulate fate with cards). You can also create your own sorcery with the help of the Game Master. - Dueling Styles: These are the specific techniques that your character uses in combat. They are usually associated with a particular nation or culture, but some are more widespread or eclectic. Some examples are Aldana (a Castillian style that uses a rapier and a cloak), Ambrogia (a Vodacce style that uses a dagger and a fan), Boucher (a Montaigne style that uses a heavy sword and a buckler), Donovan (an Avalon style that uses a broadsword and a shield), Drexel (an Eisen style that uses a zweihänder and a dagger), Eisenfaust (an Eisen style that uses unarmed combat and iron gauntlets), Leegstra (a Vesten style that uses an axe and a hook), Mantovani (a Vodacce style that uses a whip and a sword), or Valroux (a Montaigne style that uses a rapier and a pistol). You can also create your own dueling style with the help of the Game Master.

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The Rules of 7th Sea

The core mechanics of 7th Sea are simple and dynamic, designed to encourage creativity and storytelling. The game uses 10-sided dice (d10s) to resolve actions and conflicts. Here are the basic steps of the game:

- Step 1: The Game Master sets the scene and presents the situation to the players. The players describe what their characters want to do and how they want to do it. - Step 2: The Game Master determines the type of action the players are attempting. There are two types of actions: risks and contests. Risks are actions that have uncertain outcomes and potential consequences, such as climbing a wall, picking a lock, or seducing a noble. Contests are actions that involve direct opposition or competition with another character, such as duel


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