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BLACK SEVEN vs Canes Belli

Compare BLACK SEVEN and Canes Belli side by side. See differences in complexity, dice, genre, and more.

BLACK SEVENCanes Belli
GenreModernSci-Fi
TagsEspionage, Mission-Based, Rules-Light, Theater of the Mind, Fast-Paced, One-Shot Friendly, Beginner-Friendly, Cinematic, CC-Licensed RulesCC-Licensed Rules, Cinematic, Combat-Heavy, Fast-Paced, Mission-Based, Resource Management, Rules-Light, Strong GM Support, Tactical, Theater of the Mind
Core MechanicRoll 2d6 + Trait, 11+ succeeds. Characters have 12 Traits organized into three categories, each with four Traits linked to Body, Speed, Mind, or Communication: Infiltrate (stealth and access), Force (open combat), and Mob (silent takedowns). An abstract positioning system tracks agent status through Exposed and Noticed states rather than using maps. Threat escalates from 3 to 5 as agents are detected, with guards only returning fire at Threat 5.Roll a d6 pool equal to one attribute plus one skill. Each 5 or 6 is a success, and the GM sets difficulty by the successes required. In combat, matching Armor Value scores a hit, and each excess success adds to the weapon's base damage.
Dice2d6d6 dice pool
ComplexityVery LowLow
AvailabilityPaidFree core rules
Runnability2 of 5 book tools2 of 5 book tools
LicenseCC BY-NC-SA 3.0CC BY-SA 4.0
Third-Party PublishingNot yet researchedCommercial publishing allowed — CC BY-SA 4.0
Summary only, not legal advice. Check current terms before publishing.
PublisherZero Point InformationSebastian Hahn
Year20112025
LanguagesEnglishEnglish, German
Best ForGroups who want fast, low-prep espionage one-shots inspired by stealth video games like Deus Ex and Splinter Cell, with abstract facility infiltration and no maps required.Groups who want focused military-science-fiction missions where cinematic one-liners and mission generators extend play beyond the included starter scenario.
HighlightsAbstract facility infiltration system replaces maps with positioning actions and escalating Threat levels. Three tactical approaches to every encounter: sneak past, ambush silently, or go loud. Character creation fits on an index card and takes minutes. Optional cybernetics and psionics modules expand the near-future setting.Archetype abilities spend the same Energy that absorbs damage, so every use reduces the reserve against later attacks. One-liners grant once-per-session effects such as full-party healing or extra actions, reinforcing the game's action-movie tone. Mission and sidequest generators pair goals with complications to frame assignments beyond the included starter scenario.
Considerations47-page rulebook with limited content beyond the core loop of facility infiltration. No advancement or campaign mechanics: designed for one-shots and short arcs. No bestiary or NPC variety beyond guards and researchers. Sample adventure is the only published scenario.All four archetypes are fixed military roles with preset abilities and equipment, so character concepts stay within the elite-soldier premise. Each combat round permits either an action or movement, so crossing from Long range to Close range takes two rounds. Advancement grants one attribute point and three skill points at GM-chosen intervals, keeping progression to numerical increases.