The Hero

This is a step by step guide to building a character. Included are many terms and rules that you should be familiar with to play 7th Sea. Every character is built with 100 "Character Points" at the beggining of the game. Character points are far more valuable than "Experience Points" that you will earn through play.

0 - Basics. Before anything else, decide where you character is from, a name, a general concept for the character etc. ./'fds/ mn,

1 - Sorcery. Anyone with noble blood can use sorcery. Buying into royalty costs 40 CP for a Full or Twice Blooded (half of two families) or 20 CP for a Half Blooded character.

2 - Swordsman. Training in a Swordsman school costs 25 CP or 35 if the School is foreign to your character's heritage.

3 - Traits. All traits start with a value of 1, extra adds may be bought for 8 CP a piece up to a total of 3, 4 if your nationality gives you an add in that Trait. What Nationalities add to which Traits is as follows: Avalon (+1 Resolve), Castille (+1 Finesse), Eisen (+1 Brawn), Montaigne (+1 Panache), Ussura (+1 Resolve), Vendel/Vestenmannavnjar (+1 Wits/+1 Brawn), Vodacee (+1 Wits)

Traits

There are five traits that every character is rated in. These are the most defining elements of your character. They range in value from one to five normally with an average person having a trait of two.

Brawn: Strength and Endurance.

Finesse: Coordination and Agility.

Resolve: Willpower.

Wits: Ability to think quickly.

Panache: A "special something" that sets a hero apart from the Average Joe.

4 - Skills and Knacks. You can buy a Skill package for 2 CP, raising individual Knacks within the skill package costs 1CP per point per skill. You start with a rank 1 in all Basic Knacks in a Skill package you've bought. Some Skills require you choose only one Knack and take a Rank 2 in it instead of getting all those available (Hunter is slightly different). Artist, Hunter and Merchant are special in that way... Advanced Knacks cost 3 CP per rank you put into them. This is _extremely_ expensive. It is suggested you not buy them or buy very few as a starting character as they are _far_ cheaper to raise with experience points.

Skills and Knacks

Knacks are the things that game mechanically speaking allow you to do certain things with talent. A person with a good knack in Dancing would be a far more skilled dancer than someone who had no such knack.

Skills are "groupings" of knacks and have no game mechanic value beyond character creation. For example, someone with the "Hunter" skill would have access to the Fishing, Stealth, Survival, Tracking, Trail Signs, Traps, Ambush and Animal Training Knacks. There is a complete list of Civil and Martial Skills and Knacks at the end of this page.

5 - Arcana. A character can have one Hubris, one Virtue, or Neither. Purchasing a Virtue costs 10 CP, this is somewhat overpriced and the reason is not everyone is supposed to have them, it's an option, something that sets a character apart from other people. Having a Virtue is an almost magical ability. To activate one you must spend one Drama Die. Arcana range in effect from allowing you to make friends easier to causing fear in your enemies. Hubris's are a Heroic Flaw that your character possesses. Having one _gains_ you 10 CP and is the only way to start with more than 100 CP. The GM can activate your Hubris by spending one of his Drama Dice. The possibilities are just as broad as Virtues, making a Loyal character unable to leave his allies in danger and a Hot Headed one lose his temper altogether at the slightest provocation. Not every character should have an Arcana, but do purchase one if the idea appeals to you, there is no way to get one later in the game.

6 - Advantages. Advantages are just that, things that give your character an edge. Be it a peculiar ability to shrug off damage or a Patron who pays your way through life. There are quite a few advantages which may be purchased and you usually get what you pay for.

7 - Backgrounds. Backgrounds give your character a bit of history. You have to buy backgrounds which at first may seem backwards since they tend to have an ill effect on your character. Backgrounds are things that will come back to haunt you. An old Enemy hunting you down being the most basic but really anything is possible. Perhaps you owe someone something or a certain someone thinks you're someone you're not. You can spend up to four CP in backgrounds but no more than 3 CP in any one. Every time a background comes into the game you will receive an additional Experience Point award equal to three times the value of the Background.

8 - Equipment and Monies. Once your character has been fully fleshed out you will be given a certain amount of money and equipment based on a number of things including your social status, skills, inheritences and any Patron you might have. The difference here between an unskilled laborer in Eisen and a Landed Montaigne Noble will be staggering... One should not underestimate the power of the Vendel Guilder either...

Civil Skills

Artist

Basic Knacks (get only one at rank 2)

Composer, Drawing, Musician (specify instrument), Sculpting, Singing, Writing.

Advanced Knacks

None.

Courtier

Basic Knacks

Dancing, Etiquette, Fashion, Oratory

Advanced Knacks

Diplomacy, Gaming, Gossip, Lip Reading, Mooch, Politics, Scheming, Seduction, Sincerity

Criminal

Basic Knacks

Gambling, Quack, Shadowing, Stealth

Advanced Knacks

Ambush, Cheating, Lockpicking, Pickpocket, Prestidigitation, Scrounging

Doctor

Basic Knacks

Diagnosis, First Aid, Quack

Advanced Knacks

Dentist, Examiner, Surgery, Veternarian

Hunter (Three starting skills at rank 1)

Basic Knacks

Fishing, Skinning, Stealth, Survival, Tracking, Trail Signs, Traps

Advanced Knacks

Ambush, Animal Training

Merchant

Basic Knacks (One at rank 2)

Barber, Blacksmith, Butcher, Calligrapher, Ceramics, Chandler, Cooking, Dying, Embalmer, Fletcher, Furrier, Gardener, Glassblower, Innkeeper, Jenny, Jeweler, Masseur, Miller, Paper Maker, Potter, Sail Maker, Scribe, Seamstress, Spinner, Steward, Tailor, Vintner, Weaver

Advanced Knacks

Accounting, Appraising, Bartending, Haggling

Performer

Basic Knacks

Acting, Dancing, Oratory, Singing

Advanced Knacks

Animal Training, Circus, Cold Read, Disguise, Prestidigitation, Storytelling

Sailor

Basic Knacks

Balance, Climbing, Knotwork, Rigging

Advanced Knacks

Cartography, Leaping, Navigation, Pilot, Sea Lore, Swimming, Weather

Scholar

Basic Knacks

History, Mathematics, Philosophy, Research

Advanced Knacks

Astronomy, Law, Natural Philosophy, Occult, Theology

Servant

Basic Knacks

Etiquette, Fashion, Menial Tasks, Unobtrusive

Advanced Knacks

Accounting, Drive Carriage, Gossip, Haggling, Seneschal, Valet

Spy

Basic Knacks

Shadowing, Stealth

Advanced Knacks

Bribery, Conceal, Cryptography, Disguise, Forgery, Hand Signs, Interrogation, Lip Reading, Poison, Sincerity

Streetwise

Basic Knacks

Socializing, Street Navigation

Advanced Knacks

Scrounging, Shopping, Underworld Lore

Martial Skills

Archer

Basic Knacks

Attack (Bow), Fletching

Advanced Knacks

Horse Archery, Snapshot, Trick Shooting

Athlete

Basic Knacks

Climbing, Footwork, Sprinting, Throwing

Advanced Knacks

Break Fall, Leaping, Long Distance Running, Lifting, Rolling, Swimming, Swinging, Side-step

Buckler

Basic Knacks

Parry (Buckler)

Advanced Knacks

Attack (Buckler)

Commander

Basic Knacks

Strategy, Tactics

Advanced Knacks

Ambush, Artillery, Cartography, Diplomacy, Gunnery, Incitation, Leadership, Logistics

Crossbow

Basic Knacks

Attack (Crossbow), Fletcher

Advanced Knacks

Reload Crossbow

Dirty Fighting

Basic Knacks

Attack (Dirty Fighting)

Advanced Knacks

Attack (Improvised Weapon), Eye-gouge, Kick, Parry (Improvised Weapon), Throat Strike, Throw (Improvised Weapon)

Fencing

Basic Knacks

Attack (Fencing), Parry (Fencing)

No Advanced Knacks

Firearms

Basic Knacks

Attack (Firearms)

Advanced Knacks

Reload Firearms

Heavy Weapons

Basic Knacks

Attack (Heavy Weapons), Parry (Heavy Weapons)

No Advanced Knacks

Knife

Basic Knacks

Attack (Knife), Parry (Knife)

Advanced Knacks

Throw Knife

Panzerhand

Basic Knacks

Attack (Panzerhand), Parry (Panzerhand)

Uppercut

Polearm

Basic Knacks

Attack (Polearm), Parry (Polearm)

Advanced Knacks

Set Defense

Pugilism

Basic Knacks

Attack (Pugilism), Footwork, Jab

Advanced Knacks

Ear Clap, Uppercut

Rider

Basic Knacks

Ride

Advanced Knacks

Animal Training, Mounting, Trick Riding

Wrestling

Basic Knacks

Grapple

Advanced Knacks

Bear Hug, Break, Escape, Head Butt

Advantages and their costs

Able Drinker (1 point)

Academy (4 points, 2 if Eisen)

Appearance (5 or 10 points)

Castillian Education (Castillians only, 10 points)

Citation (4 points)

Connections (varies)

Combat Reflexes (3 points)

Commision (Varies; 2 points less if Montaigne)

Dangerous Beauty (3 points)

Dracheneisen (Eisen Only, 20 or 40 points)

Faith (5 points)

Foul Weather Jack (5 points)

Indomitable Will (3 points)

Inheritance (varies)

Keen Senses (2 points)

Language (varies)

Large (5 points, 3 if Vendel or Vestenmannavnjar)

Left Handed (3 points, 1 if Vodacce)

Legendary Trait (3 points, 1 if Avalon)

Linguist (2 points)

Membership (Swordsman Guild 3 points, Merchants Guild 4 points, Musketeers 4 points, Secret Society 5 points)

Noble (10 points, 5 if you also have sorcery, Dracheneisen, or a Castillian Education)

Ordained (4 points)

Patron (varies)

Scoundrel (3 points)

Servants (3 points)

Small (2 points)

Toughness (5 points, 3 if Ussuran)

University (3 points, 1 if Castillian)

Experience

You should receive between one and five experience points per game session. Any unused Drama Dice at the end of a story may also be turned in for 1xp apiece. These xp can be spent on any of the following four things:

1 - Buy a New Skill

A new skill costs 10xp. You get all the basic knacks under that skill (unless mentioned otherwise) at rank 1 at this time. If you have a knack already you _do not_ get an adittional point in it from this skill purchase.

2 - Buy a New Background

You may purchase a background for three times the value of the background. You may not purchase more backgrounds than you have ranks in Panache.

3 - Raise a Knack

Knacks cost a number of xp to raise equal to double the rank being raised to. So, if you're trying to raise your Footwork from 3 to 4 you would have to spend 8xp on the endeavor. Advanced Knacks are equally difficult to raise as Basic Knacks (remember I told ya not to buy any to start with?? That's why...)

4 - Raise a Trait

Traits cost a number of xp to raise equal to quintuple the rank being raised to. Raising your Brawn from 2 to 3 would cost 15xp.

 

Start/Hero/Nations/Mechanics