Playing Seven Worlds with Savage Worlds Adventure Edition

Want to play Seven Worlds using the new Savage Worlds Adventure Edition (also known as SWADE)? We've got you covered! This page covers all the notes you need to continue enjoying the setting and campaign using the new rules.

This page is going to be constantly updated, so feel free to contact me at luis@intellistories.com if you find any issues or have comments about the conversion.

(by the way, please be sure to also check the Seven Worlds Errata page, as it may have additional important points for you to consider when using the new rules).

Characters

This pertains to the Characters section of the Setting Guide (pages 105-111).

Homeworlds

  • The Scoundrel edge from Seven Worlds is now replaced with the new Streetwise Edge from SWADE. This also applies to Derrick's stat block (page 17 of the Setting Guide).

Skills

  • The skill totals available and point distribution models for skills are as per SWADE.
  • The following skills are not very common in Seven Worlds and in general should not be used unless you believe the situation requires it:
    • Occult
    • Languages (but see page 126 of the Setting Guide)
    • Faith, Focus, Spellcasting and Weird Science (Psionics is the only valid Arcane Background skill)
  • The following skills have been replaced or renamed in SWADE:
    • Knowledge (Science) is now Science.
    • Knowledge (Battle) is now Battle.
    • Streetwise is now an Edge. All references to the Streetwise skill in Seven Worlds now apply to Persuasion. Any characters listed in the Campaign Book or Setting Guide with a Streetwise skill of d6+ get that skill replaced by the Streetwise edge (remove the skill and add the edge). Characters with a d4 Streetwise skill lose the skill but don't gain the edge.
  • The following skills use the Seven Worlds rules:
    • Hacking: The Hacking skill in Seven Worlds is used instead of the one in SWADE. The rules for the Hacking skill in Seven Worlds (pages 106 and 132 of the Setting Guide, plus most scenarios in the Campaign Book) take precedence over the rules for hacking in SWADE.
    • Knowledge (Ship Ops): This is still a core, crucial Seven Worlds skill, and therefore is maintained as per the Setting Guide. Note that the Electronics skill from SWADE skill DOES NOT replace the Knowledge(Ship Ops) skill.
  • Folded Skills: All references in the Seven Worlds Setting Guide or Campaign Book that apply to a skill that has now been folded apply to the "new" skill instead. For example, references to Climbing in the text now apply to Athletics, references to Lockpicking now apply to Thieving, and references to Tracking now apply to Survival.
  • All Seven Worlds references to bonuses or penalties to Charisma now become bonuses or penalties to the Persuasion skill.

Hindrances

  • The following hindrances are not available to real-world 7W characters:
    • Bad Eyes (Major)
    • Blind -Doubting Thomas
    • Hard of Hearing (Major)
    • Illiterate
    • Slow (Major)
  • The following hindrances are now considered Major only:
    • Anemic
    • Obese.
  • The following hindrances are considered Major now, but the effect is that of the Minor hindrance:
    • Bad Eyes
    • Hard of Hearing
    • One Eye
    • Slow
  • Dark Secret: The Dark Secret hindrance is eliminated, as two great new hindrances (Secret and Shamed) in SWADE cover this effect.
    • In the stat block of Dr. Luis LaMarche (page 233 of the Campaign Book and Module 4 of the campaign) replace the Dark Secret hindrace with the Shamed (Minor) hindrance.
    • The Arcane Background edge (page 108 of the Setting Guide) mentions the Dark Secret hindrance. This should be replaced with the Secret (Major) hindrance.

Edges

  • The following Edges from SWADE are not available to real-world characters in Seven Worlds:
    • Steady Hands
    • Artificer
    • Extra Effort
    • Gadgeteer
    • Holy/Unholy Warrior
    • Wizard
    • Beast Bond
    • Beast Master
    • Champion
    • Chi
    • Danger Sense
    • Healer
    • Sidekick
  • Scoundrel: This Edge is replaced by the new Streetwise edge from SWADE.
  • Noble: This has been replaced with the Aristocrat edge from SWADE. Modify any references to it in the stat blocks for Junior and Veteran Knights (page 177 of the Setting Guide).
  • Arcane Resistance: Page 108 of the Setting Guide explains that this bonus also applies to Mental Toughness. This explanation is now unnecessary, as Arcane Resistance in SWADE is a penalty to the attacker's skill, not a bonus to the defender's Toughness.
  • Streetwise (skill): All Seven Worlds Edges that have a Streetwise skills requirement now require the Streetwise Edge instead.
  • Performer: This Seven Worlds edge is removed, as there's a skill for that now.
  • Mechanic: The bonuses from this edge apply to both the Repair and the Electronics skills.

Psionics

This section details new rules for psionic powers. Please note that some powers in SWADE have changed significantly so please be sure to read them all very carefully!

  • Only the following powers from SWADE are available for psions: arcane protection, protection, barrier, blast, blind, bolt, burst, confusion, darksight, deflection, dispel, drain power points, elemental manipulation, entangle, fear, havoc, illusion, invisibility, puppet, sloth/speed, slumber, sound/silence, stun, telekinesis.
  • Physical Manifestations: The following powers have physical manifestations (page 121 of the Setting Guide): protection, barrier, burst, dispel, elemental manipulation, havoc, telekinesis.
    • The power point cost for all powers with physical manifestations is double the SWADE cost. This supersedes all physical power costs listed on pages 123-124 of the Setting Guide.
    • The dispel power may have a physical or mental manifestation (see page 123 of the Setting Guide).
  • The following powers from SWADE behave differently in Seven Worlds:
    • drain power points: On a psion the caster doesn't grab the power points for him/herself. Instead the victim is drained of 1d8 power points instead of 1d6.
    • illusion: This power doesn't create an illusion in the real world; instead, it plants the illusion in the victim's mind. Therefore, to use it the psion must say WHO is affected by the illusion. By default the illusion affects everyone in a SBT. For +2 power points you can extend this to an LBT. Note that these templates are different to the SBT/LBT where the illusion appears to reside.
    • havoc: Only the Cone Template option is available to the psion. The trapping for the power is the same one listed for the pummel power (now removed from SWADE) on page 124 of the Setting Guide.
    • puppet: This power only affects one person at a time. The modifier for multiple targets therefore doesn't apply.
    • sloth/speed: Only sloth can be created with this power (ignore everything related to generating speed).
    • sound/silence: This power doesn't create "real" sounds or silence; instead, it plants the illusion of sounds or silence in the victim's mind. Therefore, to use it the psion must say WHO "hears" the effect. The psion places an LBT on the table. In the case of sound, everyone inside that LBT hears the sound/voice emanating from a point of origin within range (this point may be outside the LBT). In the case of silence, everyone inside the LBT becomes "deaf", but the noises they generate are still heard by everyone else. The Silence modification listed in SWADE doesn't apply.
  • All the new powers from pages 124-125 of the Setting Guide remain unchanged.
  • No arcane devices are available in Seven Worlds.

Space Combat

All Space Travel and Combat rules from Seven Worlds (pages 135-149 of the Setting Guide take precedence over SWADE rules unless noted below.

Shield Effects
  • For the Maximum Shielding effect, the armor power is now replaced with the protection power. The duration is the one listed for that power in the SWADE rulebook.
  • For the Move Shield Center effect, the duration of the deflection power is the one listed for that power in the SWADE rulebok.
Missiles

The Setting Guide frequently refers to the Missile rules from Savage Worlds. Unfortunately, these rules have changed significantly in SWADE. Therefore, whenever the Setting Guide references the Missile rules from Savage Worlds, use the following rules for Missiles instead of the ones in SWADE:

  • Firing Missiles: The gunner must use the Shooting skill with a +2 bonus to lock-on to the target, minus the appropriate range modifiers. The difficulty to the roll is a standard 4. If the roll is successful, the gunner decides how many missiles to release, ujp to the full payload (note that some missile types, such as Nuclear or Cloud projectiles, have restrictions on how many of them can be launched at once).
  • Evasion: If any missiles are successfully released, the target has one round to evade them at Short Range; two rounds at Medium Range; and three rounds at Long Range. Evading a missile requires a Piloting roll at –6 (plus any applicable modifiers). Attempting to evade missiles counts as one action regardless of the number of missiles being evaded, and does not generate any heat points. A separate roll is made for each missile (and a separate Benny is spent to reroll any single roll). Missiles that were not evaded in their final turn hit the target at the end of the current round.
  • Anti-Missile Systems / Point Defense Laser Batteries (PDLBs): To fire a PDLB, the gunner makes a Shooting roll minus any Range penalties. Note that this Shooting roll very likely has a high Rate of Fire, and therefore requires many dice to be rolled at once. Each successful hit has a 2 in 6 chance of shooting down the torpedo. Each of the Voyager's two Light Laser Cannons, for example, has a RoF of 5. Therefore, the gunner would roll five Shooting dice plus a Wild Die. For each hit the gunner would roll one d6 and each die that comes up a "1" or "2" shoots a missile down.
Notes and Optional Rules
  • If the Electronics skill is ever needed, assume it is the same die type as the Repair skill.
  • If you'd like to use the "Chase Cards" rule from SWADE, replace the counters with Chase Cards. Each Chase Card still represents one SU. In this scenario, Complications and Bumps become possible (see the Chase rules in SWADE). You should ensure that the complication makes sense for a realistic science-fiction game.

Other Rule updates

  • The Test of Wills Against Groups rules (page 135 of the Setting Guide are now unnecessary and can be ignored, as the Work the Room and Work the Crowd Edges from SWADE cover these situations.
  • Dramatic Tasks: All Dramatic Tasks listed in the Campaign Book assume that five task tokens must be collected in five rounds or less. Since the Dramatic Task token/round distributions have been changed in SWADE, feel free to continue using the Campaign Book distribution or to modify it acoording to the Simple, Difficult or Complex task model from SWADE.
  • Montages: The Montage rules (page 153 of the Setting Guide) can now be run as an Interlude of the Trek type using the new rules from SWADE
  • GEAR: SWADE does not have the "negates AP" benefit for Kevlar armor, in which Combat Vest and Reinforced Vacc Suit are based (pages 112 and 118 of the Setting Guide, plus any references to them throughout the books). Additionally, the 1/1/19 update to SWADE introduces the concept of Ballistic Protection. In line with that rule, replace all references to "negates 4AP" with the asterisk for Ballistic protection. Thus, the new description for these two types of armor would be:
    • Combat Vest: Armor +4* , WT 8, Cost 250. Covers Torso.
    • Reinforced Vacc Suit: Armor +4* , WT 8, Cost 350, Covers Arms, Legs, Torso.