Header Overview

 

Header Overview

Core Rules

7V Rules

In Seven Virtues, you start with one free Core Header (and can buy up to one additional Core Header for 8 CP).  Core Headers define and support your combat role and play style.


You also can buy as many Add-On Headers as you want for 3 CP each.  Add-On Headers provide flavor and situational or support skills to your character.


The following are brief summaries of each of the Core and Add-On Headers.  For more information and a full listing of skills available under each header, read the rulebook.


Core Headers


Archer


Archers support a combat formation with packet arrows.  They have plentiful and versatile ranged attacks and can switch to melee combat when necessary.


Blood Witch


Unlike most magic, which draws on the Aether for power, Blood Magic draws on the caster’s own life force to heal or cure others.  Blood Magic also uses Hexes, which nearly all creatures can shrug off after ten seconds, but which are quick, plentiful, and can be tactically devastating.


Champion


Champions are those fighters who lead charges, go toe-to-toe with the most powerful opponents, jump into the breach, and generally put themselves forward into positions of risk and glory.  Champions are offensive fighters capable of unleashing devastating damage on their foes; they are also difficult to kill, or to keep out of a fight for long.


Guardian


Guardians are fighters who work best in a line, with support from their allies.  They have great endurance, and can prove difficult to take down, especially with a healer behind them.  They also use tactical offense to disrupt enemy lines.


Hearth Mage


A Hearth Mage establishes a Hearth in their dwelling place.  Each Hearth Magic spell has a physical item of cabin decor to anchor it (tapestry, statue, knicknack, picture, etc).  A Hearth Mage can grant a unique Hearth trait (which they must get plot approved in advance) to Hearth members.


Ranger


Rangers often prefer to travel alone, and they are very skilled at getting away or even prevailing when they find themselves in a tight spot without aid.  They are elusive survivors with the offensive power they need to put an end to dangerous situations.


Skirmisher


Skirmishers are flankers, at their most dangerous behind enemy lines.  They have withering tactical offense and defenses that help alleviate the danger of their risky ventures into enemy territory.  Most warriors even at the School of Seven Virtues have a high respect for the mayhem a Skirmisher can inflict from behind a foe, and their combat methods are not considered dishonorable by all but the most uptight.


Sorceror


Sorcerors are casters focused purely on focused attack and destruction.  They use tokens to anchor their spells to the Aether.  They can mark a foe to gain a variety of advantages against them.


Wizard


Wizard spells use gestures or small rituals rather than (or in addition to) incants to perform magic.  Wizards have a broad base of spells and can sustain their power well over time.



Add-On Headers


Bard


Bards are performers, entertainers, and disseminators of news and story.  Bards are best known as storytellers, but it’s not uncommon for them to sing, recite poetry, or perform and entertain in other ways.  Some bards can draw upon the excitement in the Aether caused by their story and the audience’s reaction to it to deliver magical effects to their listeners.


Courtier


Courtiers are social, refined, political creatures, often but not necessarily of noble descent.  They are negotiators, hosts, patrons, socialites, diplomats, and more, preferring words to weapons and using wit, charm, and social graces (as well as tools such as fashion sense and impeccable breeding) to accomplish their goals.


Duelist


Duelists are warriors particularly skilled in single combat, who have picked up a number of tricks to help them win duels.  Duelist skills work only in formally declared duels.


Monk


Monks are skilled practicioners of the Philosophy of the Seven Virtues religion.  They are those who have acheived sufficient personal growth and discovery within the Philosophy of Seven Virtues that they can begin to tap into the power of their own Virtues.  Some Monks spend much of their time in secusion, studying their own inner path, but more travel the land, learning what they can from everyone they meet and helping others find balance when their aid is welcome.


Mystic


Mystics are those Aetherialists with a strong tie to the Aether.  Mystics sometimes mediate interactions with Aetherials for communities with close ties to the Aether, propitiating, negotiating, worshipping, or intervening as necessary (and as possible).  Mystics in less Aetherially active areas may never even have seen an Aetherial, but just the traces the Aether leaves in the mortal world.


Rogue


Rogues are those who have learned the arts of stealth and trickery: spies, assassins, thieves, members of specialized military units, and others who have led interesting lives that take them into a variety of complex situations.


Scholar


Scholars are learned and studious, with great knowledge and insight.  Some scholars can perform magical rituals.


Skald


Skalds are Ancestor Worshippers who take it as their task to honor the Ancestors and keep their memories alive.  The Ancestral Spirits despise Undead as an ambomination that prevents the peaceful rest of the deceased, and they grant Skalds powers to help them destroy undead where they find them.


Warlock


You need plot permission to play a Warlock.  All Warlocks are Touched, and get their power by channelling and harnessing the dark power of the Mahori within them.  They have learned to shape that power and give it a relatively safe outlet rather than simply allowing it to eat away at them and grow ever stronger.