bradleyclark_47 (bradleyclark_47) wrote,
bradleyclark_47
bradleyclark_47

7th Sea 2nd Edition Character Creation

**Edit** I wanted to get this out before the end of my shift but basically I am done. Equipment is very abstract, these is no equipment list in the book. Money is abstract so you don't need to really worry about buying a sword etc. Its a very narrative based game.

**Edit 17 Sept 2016**

7th Sea is a swashbuckler style rpg set in the world of Theah. Theah's timeline matches that of Europe during the late 17th century, with numerous differences which the reader will find as they go through the book. There are several nations featured that are patterned off of 1660s Europe. For example Eisen and Castille are Theah's versions of Germany and Spain. Sorcery is a major component of the game with the various nations having their signature sorcery style. Using Eisen again, they have a sorcery school called Hexe which is a form of necromancy. There is lots of info online about 7th Sea so I will leave that to you guys to research if you want to find out more. I will add though before I start the character, it was a highly successful kickstarter campaign that raised 1.3 million dollars. I believe it is a record, but no matter. Here is a link to great people that produces 7th Sea:
http://johnwickpresents.com/7th-sea-second-edition/

This is a description straight from the corebook and explanation of the character creation process.

Hero Creation
This short description gives you the outline for making a Hero. The steps will be fully detailed, below.

Step 0: Concept
First, think about what kind of Hero you want to play. We ask you twenty questions about your Hero. You don’t have to answer all of them, but they’ll give you a good idea who your Hero is and what she believes in.

Step 1: Traits
Traits are your Hero’s core strengths. Decide how you want to spend points on your Traits. Every Hero begins with his Traits at 2. You have 2 points to spend
to increase your Traits.

Step 2: Nation
You get a bonus based on your Hero's Nation.

Step 3: Background
A Background describes your Hero's past. Choose two Backgrounds for your Hero. Gain all the Advantages and Skills (Rank 1) from your Background.

Step 4: Skills
You get 10 Skill Points to add to your Background Skills and to add non-Background Skills. No Skill can be above Rank 3 when you make your Hero.

Step 5: Advantages
You have 5 points to acquire new Advantages. You may only buy Advantages for which you are qualified.

Step 6: Arcana
Every Hero has a destiny. Your Hero is no exception. Pick one Virtue and one Hubris: your upright card and your crossing card.

Step 7: Pick a Story
Stories are parts of your past that remain unresolved. Do you have an old enemy who continues to haunt you? Perhaps a rivalry that has never been put to rest?

Step 8: Finishing Touches
Once you’ve gone through all those steps, you’re ready to do a few little things and then, you’re ready to play.

Step 0: Concept
These are the 20 questions if you want to use them.
1. What Nation is your Hero from?
This question gives you a foundation upon which to build. When you understand your Hero’s culture, you will begin to understand your Hero. Imagine how her environment helped shape her personality. Your homeland stays with you no matter where you go.

2. How would you physically describe your Hero?
First off, is your Hero a man or a woman? Théah doesn’t have as many prejudices as Europe did in the 17th Century. Women are pirates, duelists, courtiers,and any other heroic role a European would consider strictly masculine.Aside from gender, how does your Hero look? Start at the top of his head and work your way down to his feet. Focus on the things that reflect his personality and the way he is treated by others. Which is more interesting—the fact that your Hero is blond, or that he wears his hair in a single braid and scents it with contraband Crescent lotions? Build and height are also important in determining how others see your Hero. The average height in modern Théah is about 5’ 6”, although certain nationalities are a bit taller or shorter.

3. Does your Hero have recurring mannerisms?
An accent, a nervous habit, or a peculiar expression of speech can serve as shortcuts to developing a personality. Too many can turn a character into a clown, so pick one or two and run with them.

4. What is your Hero’s main motivation?
What keeps your Hero going when his ship has been sunk and he’s marooned on an island? Is it greed, love, or revenge? Perhaps the Hero dreams of freeing his
homeland from foreign occupation or hopes to find a younger sibling who was carried off by pirates.

5. What is your Hero’s greatest strength? Greatest weakness? Is your Hero really good at one particular thing? Maybe she’s a master navigator and can guide a ship
through the blackest night with only her wits to work from. On the other hand, does your Hero have something she’s terrible at? Maybe animals don’t like her, or
she’s nervous around ladies and blurts out less-than intelligent comments. A Hero with no strengths is difficult to keep alive; one with no weaknesses is
difficult to sympathize with. A Hero with both strengths and weaknesses has a more balanced personality and will develop into a richer role-playing experience.

6. What are your Hero’s most and least favorite things? The secret of the soup is in the details. Does your Hero hate eggs? Perhaps the glistening sickly yellow
of the yolk disgusts him. Maybe he has a favorite breakfast that he eats every morning, such as a cup of tea and a slice of toast spread with apple butter.
Maybe it’s not a food that your Hero loves or hates but a particular sight or smell? Some people find great solace in the sight of the stars above them, while
others aren’t happy unless they can smell the salt spray of the sea. This is a grand opportunity to add a touch of poetry to your Hero’s soul.

7. What about your Hero’s psychology?
Is it hard for her to restrain her anger or hatred? Does her passion always get the better of him? Maybe she thrives on the rush of adrenaline that battle brings
with it and disturbs her comrades with laughter during a fight. Does a particular song bring her to her feet stomping and clapping? What song or play
brings tears to her eyes?

8. What is your Hero’s single greatest fear? It is a rare person who fears nothing at all. Even the greatest warriors may have a fear of heights or dread growing old. If your Hero is terrified of dying of old age and hears a rumor about a fountain that brings eternal youth, might he not search the world for it, even if the rumor came from an unreliable source? Sometimes a man’s fears propel him to his greatest achievements. Of course, many people fear simpler, more physical things than old age. Some have a dread of snakes or spiders, others have a horror of worms and slimy things, and a number of people experience panic attacks in dark, narrow places.

9. What are your Hero’s highest ambitions? Her greatest love? When your Hero dies, what does she want people to say about her? Does she want to be remembered
forever for her poetry? Maybe she hopes that tales of her battle exploits will outlive her. Maybe she just wants a small house and a loving wife, but ridiculous
fortune keeps obligating her to go on one adventure after another. Perhaps she dreams of glory and a kingdom of her own, or a country reunited by her hands. If she could live forever, what would she want to spend eternity doing? Sailing? Wooing beautiful women? Cataloguing the artifacts left behind by the Syrne? Whatever her greatest love is, your Hero will take every opportunity to indulge in it.

10. What is your Hero’s opinion of his country? Is your Hero a diehard patriot, blind to the flaws of his countrymen, or is he a man without a country, having grown tired of his homeland’s foolishness long ago? Most people are somewhere in between, neither hating their country nor believing it can do no wrong.

11. Does your Hero have any prejudices? Is there a group of people that your Hero immediately turns up her nose at? Perhaps she can’t stand the smell of “those filthy peasants,” or maybe a Vodacce Fate Witch killed her brother. There may be no reason for the Hero to hate this group, but she believes there’s
one. Traumatic childhood incidents can lead to a lifetime of hatred and prejudice that the Hero may never get over. For the sake of party unity, it’s a good idea to hate a group that you know none of the other players want as characters.

12. Where do your Hero’s loyalties lie? Does your Hero loyally serve a certain noble? Maybe his loyalties lie with his family or his spouse. Perhaps his first concern is looking out for himself, or maybe he serves a greater cause.

13. Is your Hero in love? Is she married or betrothed? Is there someone who makes your Hero’s heart beat faster? Perhaps she is already married to the love of her life. If so, do they have any children? How old are the children? Maybe she’s just betrothed to be married sometime soon, and the happy—or unhappy—event
has yet to take place.

14. What about your Hero’s family? Decide on a family name. Then talk about your Hero’s early childhood. List events that would have occurred before your Hero would even be able to remember them. Some of these events may be influencing your
Hero’s life without him knowing it. Also, consider the family’s social standing. A Hero from a rich family will certainly have a different outlook than a Hero from a poorer family.

15. How would your Hero’s parents describe her? This question reveals much about both your Hero and her relationship to her parents. Answer this one in the
voice of your Hero’s mother, then go back and answer it again for your Hero’s father. You may come up with two very different answers.

16. Is your Hero a gentle? Being a gentle means that your Hero attempts to
follow the code of chivalry. Your Hero’s word is his bond. Of course, there are those who see you as foolishly old-fashioned, but there’s always the possibility
of having a moon-eyed damsel or handsome young poet fall in love with you.

17. How religious is your Hero? What sect of the Church does she follow? Religion is, for many people of Théah, their deepest passion. The Church of the Prophets has been the greatest power on the planet for over a thousand years, and for all the bureaucracy it has a number of redeeming qualities. It fosters learning and education, provides hospitals for the poor and needy, and is a
great source of comfort for many people in their hour of need. True and honest people are often attracted to the Church for this reason, and they are more than
willing to help it perform its good works. Of course, there are many who see the Church’s actions as evil. They look at the Inquisition and the Crusade as prime examples. They hate the things the Church stands for and would love to see it fall. Then there are those people in the middle, who either don’t worry about the Church since it doesn’t affect their daily lives or believe in a religion that is a variant of what the Church preaches, such as Objectionism or the Ussuran Orthodox Church. These people try to live out their lives with as little
official contact with the Church as possible, either out of fear or lack of interest.

18. Is your Hero a member of a guild, gentle’s club, or secret society? Contacts are important, and they can be made through these organizations. They are a source of adventures and information. From a role-playing perspective, many tangible benefits come from being a member of these organizations. Perhaps your gentle’s club buys a communal copy of the latest archaeology journals, or serves tea and biscuits every morning to members. The clubs your Hero joins also influence the type of people he meets. You find a very different crowd of people in the Rose and Cross than you do in Madame Josette’s Gentle’s Society.

19. What does your Hero think of Sorcery? Not all people with Sorcery like it, and not all people without Sorcery hate it. It sometimes alienates people,and the Church preaches against it; some people will dislike you for no other reason if you possess it. On the other hand, some who lack Sorcery look at the
power it brings its bearer and long desperately for magic of their own. They tend to purchase any runic items they can get their hands on, and sift through
Syrneth ruins seeking mystic secrets lost to the world.

20. If you could, what advice would you give your Hero? Take a good, long look at the other questions before you answer this one. Speak to your Hero as if he
were sitting right in front of you, and remember to use the proper tone. You’ll want to make certain your Hero actually listens to you when you give him this
free advice.

Eric Schraeder, Eisen swordsman and mercenary bent on revenge and justice for his village and most of all for his family.

Step 0: Concept.
Generally I prefer to discuss with the GM my character concept and get a little in put from the other players so as we can gel as a party better. In my opinion, you might have a preconceived notion of what your character might be but through play he/she evolves into something else.
Here are the 20 questions:
1. What Nation is your Hero from?
Eisen

2. How would you physically describe your Hero?
Taller than average and solidly built at 5 10, 180 lbs. Green eyed, short black hair. Typically dressed in somber dark clothing and armed to the teeth.

3. Does your Hero have recurring mannerisms?
Constantly checking his weapons to make sure they are in place and ready for use. Looks for escape routes. When agitated caresses his locket

4. What is your Hero’s main motivation?
Revenge for the death of his family

5. What is your Hero’s greatest strength? Greatest weakness?
Perseverance and his desire for revenge

6. What are your Hero’s most and least favorite things?
Favourite is a locket with a picture of his wife in it. Least favourite object is a dirk he pulled from his son's chest that he keeps as a revenge focus

7. What about your Hero’s psychology?

Angry and revenge driven, generally not a pleasant person to be around.

8. What is your Hero’s single greatest fear?
Not being able to track down and kill those responsible for murderering his family

9. What are your Hero’s highest ambitions? Her greatest love?
He just wants revenge,nothing else. His greatest love was his wife Ingrid

10. What is your Hero’s opinion of his country?
Eric fought in the War of the Cross and wants to see Eisen heal itself but based on his experiences and setbacks his does not see that happening

11. Does your Hero have any prejudices?
Ciizens of the Glamour Isles as it was a group from those islands who slaughtered everyone Eric held dear.

12. Where do your Hero’s loyalties lie?
Schraeder's primary loyalty is to himself but as long as he is getting paid and treated well by any of his employers, he stays true

13. Is your Hero in love? Is she married or betrothed?
Eric is still madly in love with his dead wife and looks forward to the day they are reunited with his family.

14. What about your Hero’s family?
Eric does not have any living relatives that he is aware of, he knows he has a half sister somewhere in Castille from an indiscretion by his father many years ago, but he knows little else.

15. How would your Hero’s parents describe her?
Driven and determined sometimes far too much

16. Is your Hero a gentle?
Used to be...no longer

17. How religious is your Hero?
Eric follows the Objectionist path of the faith.

18. Is your Hero a member of a guild, gentle’s club, or secret society?
Duelist Guild

19. What does your Hero think of Sorcery?
It has its place if controlled properly but he would prefer to rely on his sword.

20. If you could, what advice would you give your Hero?
Do what you think is right but don't let revenge cloud your every action.


Step 1: Traits
Brawn-23 Finesse-23 Resolve-23 Wits-2 Panache-2
Ok as stated we stat our traits with the score of 2. Done!
Being from Eisen, Eric gets to increase either his Brawn or Resolve by 1, in this case I increase his Brawn from 2 to 3
I also have 2 points to add to my traits. I will increase my Finesse and Resolve from 2 to 3

Step 2: Nation
Eisen


Step 3: Backgroundnext he picks two backgrounds...your character gets all the quirks and the skills. Skills start at 1 but can stack up to a max of 3 at character creation.
Background 1
Kreiger (Warrior)
Quirk-earn hero point when you defend the defenceless or prevent destruction
Advantages:
Staredown (spend hero point to forcing another character to backdown)
Academy (+1 to dice Athletics, Ride and Warfare rolls)
Skills:
Aim-1
Athletics-1
Ride-1
Warfare-1
Weaponry-1
Background 2
Duelist
Quirk-earn hero point when defending noble ideal
Advantages:
Duelist Academy
Skills:
Athletics-1
Empathy-1
Intimidate-1
Perform-1
Weaponry-1



Step 4: Skills
I get 10 skills points to add to my background skills and other skills. remember you can only start off with a max score of 3 in your skills.
First off I am going to get a new skill. I figure Theft might prove useful so I take that skill and put 3 points into it. I have 7 left.
Theft-3
I add 2 to Aim and to Athletics bringing them up to 3. I have 3 points remaining. I add 1 point to Ride, Warfare,and Weaponry. Bringing Ride and Warfare to 2 and Weaponry to 3. All 10 spent.
Aim-3
Athletics-3
Ride-2
Warfare-2
Weaponry-3
Empathy-1
Intimidate-1
Perform-1
Theft-3


Step 5: Advantages
Now I have 5 points worth of Advantages. There are quite a few costing from 1 to 5 points. looking over the list I pick Fencer (You gain 1 Bonus Die when you make a Weaponry Risk using a rapier, dagger, cutlass, or similar weapon
in one hand) is a 3 pt Advantage Now I have 2 left. I could either get a 2 pt Advantage or 2 1 pt Advantages. I want Eric to be a little more versatile so I chose Linguist (You speak, read, and write all Théan languages. Even the dead ones) and Survivalist (If you are in the wilderness, you can forage or hunt and find enough food for yourself and up to five other people. Under extreme circumstances—lost in the middle of a desert, or abandoned in the Usurran (Russia analog) tundra, for example—you find enough food for yourself and up to two other people.
Staredown
Academy
Duelist Academy
Fencer
Linguist
Survivalist
So one of my Advantages is Duelist Academy so that means I can pick from the book a fighting school. Generally you pick one that is from your home There is no restriction on what you can chose so Eric picks the following:
Eisenfaust
Eisenfaust makes use of a broadsword with an off-hand panzerhand, or iron glove. The Duelist defects or grabs incoming attacks with his glove and
exploits the openings created with his broadsword. Eisenfaust is defensive, teaching its students to wait for their opponent to make a mistake before attacking.
Eisenfaust exploits mistakes made by an opponent. Gradually, the opponent grows impatient or angry. As soon as he slips up, the student of Eisenfaust is on
top of him, raining down fearsome broadsword blows.
Style Bonus: Iron Reply
When you wield a heavy weapon in one hand and a panzerhand in the other, your Riposte Maneuver is replaced by the Iron Reply—preventing a number of Wounds equal to your Ranks in Resolve + your Ranks in Weaponry. You also deal a number of Wounds equal to your Ranks in Brawn + your Ranks in Weaponry. You can only perform Iron Reply once per Round.
Each school has a Style Bonus which you can call a special attack or a special ability.
Ok done.

Step 6: Arcana
They recommend you use whats called a Sorte deck. Which is a specialized tarot deck on Theah. I don't have either but I counted 20 virtues and 20 hubrises. So I rolled and got the following:
Virtue: The Devil- Astute- Activate your Virtue after a Villain spends Raises for an Action. That Action fails. The Villain still loses the Raises she spent.
Hubris: Reunion-Bitterness-You receive a Hero Point when you bring up old grudges or bad feelings when doing so will lead to trouble.
Done.

Step 7: Pick a Story
Here is where I will beg off. We know that Eric's family was murdered and he is on the quest of revenge against Glamour Isles privateers. We know his is a soldier and a warrior. Something like this I believe that the GM and player should work at.
17 Sept edit...according to the rules a Hero can only have one story in progress at anyone time. Each story has a goal which is divided into 2 segments. One is the ending. The ending is defined as the action your Hero must undertake to resolve the story. the second part of the story is rewards. Rewards are what the character earned for completing the story, This could take the form of skill points, a new advantage etc. This should be discussed with your game master. In order to reach your goal you can divide it into as many steps as you need to bring your story to a conclusion.
So this is what Eric's story should look like:
Revenge for the attack on his family.
Possible steps....Identify the privateers....locate the privateers and finally have Eric take his revenge. So about 3 steps.
As a reward these are the guidelines as written in the corebook:
Rewarding the Journey
Stories give you rewards upon accomplishing their Goal. The number of Steps in a Story determines the kind of Advancement your Hero earns.
• Skills require a number of Steps equal to the new Skill Rank. A new Rank 1 Skill only requires a single Step while improving a Rank 4 Skill requires a five Step story.
• Advantages require a number of Steps equal to their cost. A 1 point Advantage only requires a single Step while a 5 point Advantage requires a five Step story.
• Quirks require three Steps to change, allowing a Hero to change any existing Quirk to a different, or wholly new, Quirk. You cannot have the same Quirk twice.
• Arcana, both Hubris and Virtue, require four Steps in order to change. Heroes may only have one Hubris and one Virtue each at any time.
• Traits require four Steps to shift a single Rank from one Trait to another Trait—so one Trait rises, and the other falls.
• Traits require five Steps to increase by 1 Rank, but this can only be done twice. See the sidebar for more details. (Basically what the sidebar says is you can have a maximum of 15 Ranks in Traits.
• Corruption requires five Steps to remove. Redemption is never easy or quick. {Corruption is what you gain if you do an evil act. the first evil act you do you gain 1 Corruption Point, the second evil act you gain 2 more in addition to what you already have, the third evil act you gain 3 more in addition, and so on. Every time your Corruption score goes up, the GM rolls a d10, if he rolls equal to or less then your current corruption score your character becomes an NPC. I really like this mechanic as there are consequences for a deliberate evil act. A point of note, each point of Corruption requires 5 Steps to remove. Ouch!


Step 8: Finishing Touches


Traits:
Brawn-3 Finesse-3 Resolve-3 Wits-2 Panache-2

Advantages:
Staredown
Academy
Duelist Academy (Eisenfaust)
Fencer
Linguist
Survivalist

Skills:
Aim-3
Athletics-3
Ride-2
Warfare-2
Weaponry-3
Empathy-1
Intimidate-1
Perform-1
Theft-3

Arcana:
Virtue: The Devil- Astute- Activate your Virtue after a Villain spends Raises for an Action. That Action fails. The Villain still loses the Raises she spent.
Hubris: Reunion-Bitterness-You receive a Hero Point when you bring up old grudges or bad feelings when doing so will lead to trouble.

Game Mechanic:
You add Trait+Skill using d10s only. What you do is total up the dice so they total 10. These groupings are called raises and basically a raise is an action. Lets use Eric as an example:
Eric is shooting his musket at a bandit. The GM says this will be a Finesse+Aim Risk. A Risk is defined as an important or a dangerous action. Eric's Finesse is 3 and his Aim is 3 so he rolls 6 10 sided die. He rolls a 10,9,7,7,4 and a 1. So I use the 10 as 1 Raise....9+1=10 as a second Raise...7+4=11 but that's close enough to 10 so its a 3rd Raise. I have a 7 left over but can't use it. There are game mechanics in place on what happens to the left over dice but no need to explain it here. So in total Eric has 3 raises which means he can take 3 Actions in his turn. There is a lot more to it than that but for the scope of this post its only character generation so we will leave it at that.

Ok I am going to come back to this later and flesh him out more.
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