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Regole 7th Sea
Regole 7th Sea
Unskilled
If a Hero takes an Action that would be tied to a Skill she doesn’t have, she is Unskilled and must spend an additional
Raise. If a Hero takes an Action that is outside her Approach and that is tied to a Skill she has no Ranks in, she must
pay both costs.
No Raises
If you cannot make 1 Raise on your roll, something interesting happens. Your Hero doesn’t necessarily fail, but
something unexpected happens. This could be the arrival of a new Villain or a dramatic shift in the narrative. The GM
narrates the outcome of the Risk, and your Hero suffers any Consequences and misses all the Opportunities.
The GM can spend additional Danger Points to add multiple dice to a Villain’s die pool but can’t spend multiple
Danger Points on any other option, e.g. increasing the total for Raises by 10 or murdering two Heroes at once.
Fireguns
Anyone shot by a firearm by a Hero or Villain takes 1 Dramatic Wound in addition to all other normal
effects from the attack. The good news is that a gun takes 5 Raises to reload.
Wounds
As your Hero takes Wounds (and your Death Spiral fills), you get benefits and penalties fitting your situation:
A Hero with one or more Dramatic Wounds gains 1 Bonus Die on all Risks.
A Hero with two or more Dramatic Wounds grants 2 Bonus Dice to any Villain who rolls a Risk against the Hero.
A Hero with three or more Dramatic Wounds has exploding 10s on all Risks. This means that if you roll a 10, you
immediately add another d10 to your roll.
A Hero with four Dramatic Wounds is Helpless.
You can spend raises to avoid damage, you can take the damage instead of another player outside your turn
(everyone gets total damage due to the consequence – the number of raises used to block it)