7th Sea 1.5 edition in Windrule | World Anvil
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7th Sea 1.5 edition

General Rules

Changes to the rules

  The Hero's nationality no longer has any mechanical effect, and is henceforth purely a roleplaying aspect of the game.   Each Hero gets a Virtue and a Hubris at no cost. They can not purchase any additional Arcana.   Each Hero gets 50 guilders in addition to the "Starting Wealth" received per basic rules.   All costs for advancing a Hero (including the initial character creation) are now calculated in the XP values according to the general rules (1 HP = 3 XP) unless otherwise stated in this guide. The Hero Points as a currency has been removed from the game.   Attacks are now Contested Rolls of Finesse + Attack Knack versus Wits + Defence Knack. You may still spend use Held Actions or Interrupt Actions for a second attempt of evading the opponent's attack or to use a Swordsman Knack instead of a basic defensive knack.   The level of an action's success is no longer determined only by the number of Raises taken. A new system of degrees of successes is put in place, along with a new system of Drama Points to go with it in place of a previously existent Drama Dice system. For more details, see the following sections on Degrees of Success and Hero Points.   Having a higher number of Dramatic Wounds than your Hero can endure without suffering consequences (also known as being Crippled) no longer prevents your dice from exploding. Instead, it has a new mechanic as described in the section on Degrees of Success.    

Degrees of Success

Each action performed by a Hero has a certain goal to it. Sometimes, a Hero would push themselves further than usually so that their action would cause an even greater effect on the world, something that is realised here in the form of Raises. However, there are often cases where it seems as if the world itself seems to intervene in the Hero's affairs. A miraculous chain of events, it could lead to a Hero's spectacular success exceeding even their most daring hopes — or cause just as spectacular of a failure.   Every time a single die explodes more than once during a roll, it is a sign. A sign that the world sympathises with the Hero's actions. Such occurences would henceforth be referred to as Drama Dice. So not only would such dice count for more than 20 when calculating your roll, but they would also push the outcome of the action one degree of success higher. An already successful action (that is, one that managed to beat the TN) would result in an even better outcome, be it a great effect or some other pleasant occurence as a result of the Hero's actions. And should you still fail the roll, a single Drama Die could up the outcome from a failure to success.   Conversely, the Heroes might very well fail their actions in the most weird and unlucky of manners. Should you miss the TN by 15 or more, you would get an extra Degree of Failure (that is, a negative Degree of Success). As such, taking a Raise would both offer a greater reward in case the Hero succeeds and potentially putting the Hero in more risk as a consequence of their actions. That effect is even stronger should you miss the TN by 30 or more. Drama Dice can still help mitigate that effect by lowering the severity of the failure all the way up to a success should you be lucky enough.   For Crippled Heroes, the failure is more severe should you miss the TN by 10 and 20 instead of 15 and 30 respectively, compared to the normal rules. That is meant to represent the chance of the Hero's wounds sometimes getting in the way of their actions.    

Drama Points

  A new system of Drama Points is put in place instead of the old system of Drama Dice. Drama Points have more of a risk/reward mechanic to them, where you may try and tweak the fate in your favour. By spending a Drama Point after a roll, you get to keep the current Degree of Success and roll again, adding the new Degree of Success to the first one. That can boost the outcome into one that is even more advantageous to the Heroes, or help turn a failure into a success. Be careful though, for it is a fine line — using a Drama Point might very well turn your success into a failure should you roll poorly the second time, or make the failure even more spectatular. Then again, how often is it that Heroic deeds do not demand from oneself to take a risk?   Heroes start each Story with 2 Drama Points. More are awarded throughout the game by the Game Master, just like with old Drama Dice. After all, why not let a Hero have some more drama?      

Sorcery

Changes to the rules

  Sorcery is no longer tied to the bloodlines.   There are no longer different levels of Sorcery. Instead, learning a Sorcery costs a plain 50 XP.   Acquiring a Sorcery no longer gives you free Ranks in its Knacks.   You may purchase the talent towards a specific Sorcery during the game. This requires finding a master willing to teach you, same as with Swordsman School.   You achieve the "Adept" degree of mastery after gaining Rank 3 in two Sorcerous Knacks and Rank 4 in two other Sorcerous Knacks rather than Rank 4 in four Sorcerous Knacks.   All Sorcerers begin each Story with a number of Sorcery Point equal to their Resolve. Sorcery Point can only be used to activate Sorcery Knacks in place of Drama Point.   The Gracious Wind phenomena can give free Raises or require taking additional Raises when using Sorcery based on the strength of the phenomena in this particular place and time as notified by the Game Master. For Sorceries based on taking damage and not hitting a certain TN, the damage received is reduced/increased instead.   Advancing a Sorcery Knack costs (new Rank * 2) XP for each Rank.   There are no longer any additional costs associated with advancing Sorcery Knacks during character creation.      

Swordsman Schools

Changes to the rules

  Acquiring a Swordsman School no longer gives you free Ranks in its Knacks.    

Swordsman Knacks

  Beat — still uses the opponent's Passive Defence + Raises for a corresponding Trait as its Target Number.   Corps-a-corps — when you use this Knack, you must make 1 or more Raises. If your attack hits, every Raise taken grants anyone attacking the same target a Free Raise until the end of the current Round.   Feint — still uses the opponent's Passive Defence + Raises for a corresponding Trait as its Target Number.   Pommel Strike — when you use this Knack, you must make 1 or more Raises. If your attack hits, every Raise taken grants anyone attacking the same target a Free Raise until the end of the next Phase.    

Changes to the rules

  Attending a Swordsman School costs 50 XP.   You achieve the "Journeyman" degree of mastery after gaining Rank 3 in two Swordsman Knacks and Rank 4 in two other Swordsman Knacks rather than Rank 4 in four Swordsman Knacks.   Advancing a Swordsman Knack costs (new Rank * 2) XP for each Rank.   There are no longer any additional costs associated with advancing Swordsman Knacks during character creation.      

Traits

Changes to the rules

  Advancing a Trait costs (new Rank * 8 ) XP for each Rank.      

Advantages

Changes to the rules

  The cost of Advantages in XP is calculated as their cost in HP from the basic rulebooks multiplied by 3.   Some Advantages may be acquired throughout the game, but please discuss the possibility of it with the Game Master beforehand. Many Advantages, especially the ones dealing mostly with the physical side of the Heroes, might only be acquired under specific circumstances, often those having a more supernatural side to them.    

Removed Advantages

  Academy   Castillian Education   Dracheneisen   University    

Changed Advantages

  Foul Weather Jack — many people say that they have just "the worst luck", but there are also some people that just keep being told that about themselves. Be it for good or bad, you are of the latter kind. Well, at least you can tell for sure that your life is never boring. This Advantage now costs 6 XP and no longer gives you a free Advantage (see the changes in the Advantages section of this guide). In fact, it is rather unclear what this Advantage actually does. I guess you could say that it is all left up to your luck?    

New Advantages

  Sorcerer Heritage (6 XP) — you are heir, be it by blood or in spirit, to a long lineage of sorcerers. You achieve the "Adept" degree of mastery after gaining Rank 3 in four Sorcerous Knacks.   Duellist (6 XP) — throughout your life, you have taken part in a number of duels and survived them all. That experience allowed you to further hone your skills as a swordsman. You achieve the "Journeyman" degree of mastery after gaining Rank 3 in four Swordsman Knacks.    

Removed Flaws

  Allergy   Dependant   Poor Education      

Skills

Changes to the rules

  Attempting to use a Knack in which you do not have a single Rank no longer prevents your dice from exploding.   Acquiring a Skill costs 3 XP.   Acquiring a Skill no longer gives you free Ranks in some of its Basic Knacks.   Advancing a Skill Knack costs (new Rank * 1) XP for each Rank.   Advanced Knacks no longer have an increased cost of purchasing during character creation.   The maximum Rank you can have in Advanced Knacks is equal to the highest Ranks you have in the Basic Knacks that belong to that specific Skill.      

Backgrounds

Changes to the rules

  A Hero's background is not just the secrets hidden in their past. The things that were seen and done by the Hero and the rivals they have met - it is all part of what made that individual into a Hero they are today. And so are his friends and allies. They may hold a grudge against the same people as the Hero, or share a secret with them, or got involved in any other way in the Hero's affairs. Regardless of the reason, those individuals share a valuable bond with a Hero. You get free points to spend on Connections equal to the worth of your Backgrounds. These Connections must be related, in some way, to the Background from which the points are gained.   Taking the Backgrounds no longer cost any HP and provide no set benefit upon its resolution. The total and individual worth of your Backgrounds must still follow the rules from the base rulebook. Please keep in mind that even a 3 HP Background is a pretty serious matter that could not be so easy to deal with at times.   The "Connections" Advantage has been fully incorporated into the Background system and represent the important people from a Hero's past. As such, they are no longer available for purchase outside of the system. Any allies gained throughout the game, while still willing to help the Heroes, will not be referred to as Connections.   You may now gain new Backgrounds (and related Connections) during the game. Be mindful of the limit on the total worth of your Backgrounds, and please discuss any ideas with the Game Master beforehand.   There are no longer three levels of Connections: Allies, Confidants and Informants worth 3, 2 and 1 Points respectively. Instead, only two levels remain: Allies and Confidants worth 2 and 1 Point respectively. The reduced cost has to do with the fact that the new system of Backgrounds encourages them to be treated more seriously even at lower worth.   While the Informants were removed from the Connections system, players are highly encouraged to make use of their Hero's past and Backgrounds during the game for that purpose. After all, every Hero has undoubtfully come across numerous powerful individuals over the course of their lives. Those individuals are not close enough to the Hero to be listed among their Connections yet may still be of use or play a role in the Hero's life.    

Vodacce Sourcebook

  Code of Honor — can pick up to 4 vows in this Background.          

Changelog

Version 0.4.2

March 3rd, 2021

  Acquiring a Sorcery no longer gives you free Ranks in its Knacks.   Sorcery Dice have been renamed into Sorcery Points.   Acquiring a Swordsman School no longer gives you free Ranks in its Knacks.   The "Foul Weather Jack" Advantage now costs 6 XP instead of 3 XP.   Acquiring a Skill now costs 3 XP instead of 5 XP.   Acquiring a Skill no longer gives you free Ranks in some of its Basic Knacks.   The maximum Rank you can have in Advanced Knacks is equal to the highest Ranks you have in the Basic Knacks that belong to that specific Skill.
Hotfix (version 0.4.1)

March 3rd, 2021

  Hero Points have been renamed into Drama Points.   Blessed Dice have been renamed into Drama Dice.
Version 0.4.1

March 2nd, 2021

  All costs for advancing a Hero (including the initial character creation) are now calculated in the EXP values according to the general rules (1 HP = 3 EXP) unless otherwise stated in this guide. The Hero Points as a currency has been removed from the game.   The level of an action's success is no longer determined only by the number of Raises taken. A new system of degrees of successes is put in place, along with a new system of Hero Points to go with it in place of a previously existent Drama Dice system. For more details, see the section on Degrees of Success.   Having a higher number of Dramatic Wounds than your Hero can endure without suffering consequences (also known as being Crippled) no longer prevents your dice from exploding. Instead, it has a new mechanic as described in the section on Degrees of Success.   The new sections on Degrees of Success and Hero Points are added to this guide under the General Rules.   There are no longer different levels of Sorcery. Instead, learning a Sorcery costs a plain 50 XP.   Advancing a Sorcery Knack costs (new Rank * 2) XP for each Rank.   There are no longer any additional costs associated with advancing Sorcery Knacks during character creation.   Attending a Swordsman School costs 50 XP.   Advancing a Swordsman Knack costs (new Rank * 2) XP for each Rank.   There are no longer any additional costs associated with advancing Swordsman Knacks during character creation.   Advancing a Trait costs (new Rank * 8 ) EXP for each Rank.   The cost of Advantages in XP is calculated as their cost in HP from the basic rulebooks multiplied by 3.   Some Advantages may be acquired throughout the game, but please discuss the possibility of it with the Game Master beforehand. Many Advantages, especially the ones dealing mostly with the physical side of the Heroes, might only be acquired under specific circumstances, often those having a more supernatural side to them.   Attempting to use a Knack in which you do not have a single Rank no longer prevents your dice from exploding.   Acquiring a Skill costs 5 XP.   Advancing a Skill Knack costs (new Rank * 1) XP for each Rank.
Version 0.4

March 1st, 2021

  The Hero's nationality no longer has any mechanical effect, and is henceforth purely a roleplaying aspect of the game. Therefore, all previously mentioned nation-specific discounts and bonuses have been removed.   The system no longer uses HP (Hero Points) and EXP (Experience Points) as two different currencies for character creation and advancement. Instead, all calculations are done according to the rules for Experience Points, but they are now called Hero Points (abbreviated to Points) to preserve the atmosphere of the game.   Heroes no longer get free HP for certain categories during character creation. Instead, the initial amount of HP is increased to be spent at the player's volition.   The "Foul Weather Jack" Advantage has been changed.   The systems of Backgrounds and "Connections" Advantage have been reworked and merged together into a single system. For details, see the section on Backgrorunds.
Version 0.3.3

May 17th, 2020

  Sorcery Dice are no longer restricted to non-Glamour Sorcerers only.   Removed the following Flaws: Allergy, Dependant, Poor Education
Version 0.3.2

May 15th, 2020

  Heroes no longer receive a free Rank in a Trait based on their Nationality. Instead, the cost of advancing that Trait is reduced by 3 HP.   Each Hero gets 20 free HP to spend on either Sorcery or Swordsman School, as it was in the earlier version of the Guide.
Version 0.3.1

May 14th, 2020

  Heroes no longer get the "Sailor" Skill for free.   Learning a Sorcery from another Nationality has an additional cost of 3 HP rather than 5 HP.   The increase in the cost of raising Sorcery Knacks based on the level of Sorcery is now calculated per every HP of basic cost instead of a flat increase.   You can advance Sorcery Knacks during character creation, but it costs twice the normal amount of HP.   Added changes to the following Advantages: Dangerous Beauty, Foul Weather Jack, Sorcerer Heritage   Added the following new Advantages: Duellist   Removed the following Advantages: Dracheneisen
Version 0.3

May 13th, 2020

  Heroes no longer have 120 HP to spend during character creation. Instead, the normal value of 100 HP per Hero is used as per the rules in the basic book.   Each Hero gets 10 free HP instead of 20 HP to spend on either Sorcery or Swordsman School.   Attacks are now Contested Rolls of Finesse + Attack Knack versus Wits + Defence Knack. Held Actions or Interrupt Actions can still be used for a second attempt of evading the opponent's attack or to use a Swordsman Knack instead of a basic defensive knack.   At the end of Each Story, all Drama Dice spent by the Game Master turn into EXP according to the (2 Drama Dice = 1 EXP) proportion instead of (1 Drama Dice = 1 EXP), and are evenly distributed among players, rounded down.   All EXP costs for advancing are now tied to the HP costs with the (3 EXP = 1 HP) conversion rate.   Reduced the cost of learning Sorcery by 10 HP at all levels. The new cost is 10 HP for Minor Talent, 20 HP for Normal Talent and 30 HP for Major Talent.   Heroes begin each Story with a number of Sorcery Dice equal to their Resolve, not half of their resolve rounded down. This benefit is only applied to the Non-Glamour Sorcerers.   By spending 1 HP, you can advance a single Sorcery Knack by one Rank, up to Rank 3. Advancing a single Sorcery Knack from Rank 3 to Rank 4 costs 2 HP. Advancing a single Sorcery Knack from Rank 4 to Rank 5 costs 3 HP.   Reduced the cost of attending a Swordsman School by 5 HP. The new cost is 20 HP for a Swordsman School from your Nationality.   Reduced the cost of attending a Swordsman School from another Nationality has an additional cost of 3 HP rather than 5 HP (10 HP in the basic book). The new cost is 23 HP for a Swordsman School from the your Nationality.   Added changes to the following Swordsman Knacks from Player's Guide: Beat, Corps-a-corps, Feint, Pommel Strike   By spending 1 HP, you can advance a single Swordsman Knack by one Rank, up to Rank 3. Advancing a single Swordsman Knack from Rank 3 to Rank 4 costs 2 HP. Advancing a single Swordsman Knack from Rank 4 to Rank 5 costs 3 HP.   Advancing Swordsman Knacks during character creation costs twice the normal amount of HP.   Advancing a Trait during character creation costs 5 HP per every Rank in the corresponding Trait that you already have.   For the purpose of those costs, the nation-specific bonus to of +1 to a specific Trait is applied after the calculation of the cost of advancing that Trait and not before.   Removed the following advantages: Academy, University, Kimnan Education, Officer Academy.   Advanced Knacks no longer have an increased cost of purchasing during character creation. However, you do not get free Ranks in any of Advanced Knacks when purchasing a Skill.
Version 0.2.2

December 21th, 2019

  Each Hero gets the "Sailor" Skill for free.   Heroes can no longer purchase any additional Arcana.   Each Hero gets 50 guilders in addition to the "Starting Wealth" received per basic rules.
Version 0.2.1

December 21th, 2019

  Added the following Backgrounds from Castille Sourcebook: Code of Honor   Added the following changes to the rules:   Removed the rule preventing Heroes from taking more than one Ally as part of the "Connections" advantage during character creation.   Each Hero gets 2 HP to spend on Backgrounds. Those Points can also be used towards purchasing the "Foul Weather Jack" Advantage.
Version 0.2

December 20th, 2019

  Added the following changes to the rules:   There are three possible levels of Sorcery you can purchase at character creation: Minor Talent (20 HP, 3 Sorcery Points to spend when choosing a Sorcery, advancing all Sorcery Knacks during the game costs 2 more EXP per level), Normal Talent (30 HP, 5 Sorcery Points to spend when choosing a Sorcery, advancing all Sorcery Knacks during the game costs 1 more EXP per level) and Major Talent (40 HP, 7 Sorcery Points to spend when choosing a Sorcery, advancing all Sorcery Knacks during the game costs the usual amount of EXP per Rank).   Learning a Sorcery from another Nationality has an additional cost of 5 HP.   You may purchase the talent towards a specific Sorcery during the game at a cost defined by the rate (2 EXP = 1 HP).   You achieve the "Adept" degree of mastery after gaining Rank 3 in two Sorcerous Knacks and Rank 4 in two other Sorcerous Knacks rather than Rank 4 in four Sorcerous Knacks.   You begin each Story with a number of Sorcery Dice equal to half your Resolve, rounded down. Sorcery Dice can be used for the purpose of using Sorcery Knacks in place of Drama Dice.   The Gracious Wind phenomena can give free Raises or require taking additional Raises when using Sorcery based on the strength of the phenomena in this particular place and time as notified by the Game Master. For Sorceries based on taking damage and not hitting a certain TN, the damage received is reduced/increased instead.   Learning a Swordsman School from another Nationality has an additional cost of 5 HP rather than 10 HP.   You achieve the "Journeyman" degree of mastery after gaining Rank 3 in two Swordsman Knacks and Rank 4 in two other Swordsman Knacks rather than Rank 4 in four Swordsman Knacks.   Advancing a Trait during the game costs a minimum of 15 EXP.   Each Hero gets 120 HP to spend during character creation rather than 100 HP.   Each Hero gets 20 free HP to spend on either Sorcery or Swordsman School.   Each Hero gets 4 free HP to spend on "Connections" Advantage during character creation.   Each Hero gets a Virtue and a Hubris at no cost. They may purchase an additional Virtue or Hubris as per the basic rules.   The number of Drama Dice a Hero has at the beginning of each Story is equal to their Panache, not their lowest Trait.   The remaining Drama Dice no longer give EXP at the end of the Story.   At the end of each Story, you receive 1 EXP for each Drama Die awarded by the Game Master during the game.   At the end of Each Story, all Drama Dice spent by the Game Master turn into EXP (1 Drama Die = 1 EXP) and are evenly distributed among players, rounded down.
Version 0.1.2

December 19th, 2019

  Added the following Nationalities from Player's Guide: Vodacce   Added the following Swordsman Schools from Player's Guide: Ambrogia   Added changes to the following Advantages from Player's Guide: Left-handed   Added the following new Advantages: Sorcerer Heritage
Version 0.1.1

December 18th, 2019

  Added Traits for the following Nationalities: Kosaris, Hummish, Kimnans, Eirish, Vurradians, Durreans   Added changes to the following Advantages from Player's Guide: Academy, Castillian Education, Commission, Faith, Indomitable Will, Keen Senses, Large, Legendary Trait, Linguist, Ordained, Toughness, University   Added the following new Advantages: Officer Academy
Version 0.1

December 16th, 2019

  Added the following Nationalities from Player's Guide: Montaigne, Eisen, Castille, Avalon, Ussura, Vendel   Added the following Sorceries from Player's Guide: Porte, Laerdom, Sorte, Glamour, Pyeryem   Added the following Sorceries from Castille Sourcebook: El Fuego Adentro   Added the following Swordsman Schools from Player's Guide: Valroux, Eisenfaust, Aldana, Donovan, Leegstra

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