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SeventhSun:Character Creation
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= Character Creation = Characters in ''Seventh Sun'' are capable posthuman adventurers from the start. Character creation is quick and flexible. A Path provides a useful recipe, but does not dictate the hero's Skills or profession. == Character Creation Summary == # Develop a Character Concept and Motive # Choose a Lineage # Choose a Path # Assign Attributes # Choose Skills and Phasmic Formulae # Select Talents and Flaws # Record Nerve # Select Equipment # Calculate Derived Scores # Add Final Details == Step 1 β Character Concept and Motive == Start with a general idea of the hero you want to play. Examples might include a road-warden who never abandons a traveler, a ruin-courier who brings hidden truths to those who need them, a Devisor coaxer of ancient machines, an Alliant mercenary weary of inherited wars, or a newly reintegrated Magister searching for the purpose of an unwanted vinculum. Your concept guides your later choices but grants no numerical bonus. Write one '''Motive''' as a brief statement in the hero's own voice. A Motive is the reason the hero accepts danger. Pursuing it at meaningful cost can restore Nerve during play. == Step 2 β Choose a Lineage == A [[SeventhSun:Lineages|Lineage]] describes the posthuman body the hero inherits. It does not determine culture, profession, outlook, or Path. Choose one Lineage and record its Lineage Gift. * [[SeventhSun:Lineages#Inheritors|Inheritor]] β the form most recognizable to people of the earliest ages * [[SeventhSun:Lineages#Optimates|Optimate]] β slender phasm-sensitive posthumans born with a vinculum * [[SeventhSun:Lineages#Devisors|Devisor]] β sturdy tunnel dwellers originally designed as Monitor technicians * [[SeventhSun:Lineages#Alliants|Alliant]] β armored descendants of bodies made for an ancient war * [[SeventhSun:Lineages#Scutters|Scutter]] β small arboreal posthumans who supplement food with sunlight * [[SeventhSun:Lineages#Viators|Viator]] β six-limbed travelers designed for long journeys == Step 3 β Choose a Path == A [[SeventhSun:Paths|Path]] describes how the hero meets danger and changes the world. Choose one Path and record its Path Gift. * [[SeventhSun:Paths#Blade|Blade]] β meets danger directly through disciplined action * [[SeventhSun:Paths#Shadow|Shadow]] β relies on subtlety, movement, preparation, and misdirection * [[SeventhSun:Paths#Magister|Magister]] β directs internally generated phasm through a vinculum * [[SeventhSun:Paths#Emissary|Emissary]] β receives phasmic power from a Monitor Paths include suggested Skill and Formula choices. These are recipes, not requirements. A Blade may ignore Combat, a Shadow may become the group's finest fighter, and a hero of any Path may learn Formulae if the concept provides access to phasm. == Step 4 β Assign Attributes == Every hero has six [[SeventhSun:Attributes|Attributes]]. {| class="wikitable" ! Attribute !! Summary |- | Brawn || Physical force, leverage, lifting, and powerful melee attacks |- | Agility || Coordination, balance, precision, reaction, and movement |- | Vigor || Endurance, bodily resilience, and resistance to injury |- | Intellect || Reasoning, memory, learning, analysis, and technical understanding |- | Spirit || Willpower, intuition, awareness, courage, and self-command |- | Presence || Personality, empathy, persuasion, authority, and personal force |} All Attributes begin at 0. Distribute 6 points among them. * Maximum starting value for an Attribute is 3 * An Attribute may be reduced below 0 to gain the same number of points elsewhere * A score below β2 should represent a serious and intentional limitation == Step 5 β Choose Skills and Phasmic Formulae == Every hero receives '''seven competency choices'''. Spend them on any [[SeventhSun:Skills|Skills]] and any [[SeventhSun:Phasmic Formulae|Phasmic Formulae]] the hero can access. * Spend 1 choice to become Trained 2 in a Skill or Formula * Spend a second choice on the same competency to become Expert 4 * No starting competency may exceed Expert 4 * An unchosen Skill is Untrained 0 * An unchosen Formula cannot be used without a Gift or Talent that says otherwise The Skills are: [[SeventhSun:Skills#Combat|Combat]] β’ [[SeventhSun:Skills#Athletics|Athletics]] β’ [[SeventhSun:Skills#Finesse|Finesse]] β’ [[SeventhSun:Skills#Stealth|Stealth]] β’ [[SeventhSun:Skills#Awareness|Awareness]] β’ [[SeventhSun:Skills#Insight|Insight]] β’ [[SeventhSun:Skills#Influence|Influence]] β’ [[SeventhSun:Skills#Guile|Guile]] β’ [[SeventhSun:Skills#Command|Command]] β’ [[SeventhSun:Skills#Wayfaring|Wayfaring]] β’ [[SeventhSun:Skills#Medicine|Medicine]] β’ [[SeventhSun:Skills#Lore|Lore]] β’ [[SeventhSun:Skills#Technics|Technics]] β’ [[SeventhSun:Skills#Craft|Craft]] A hero may choose Phasmic Formulae when the concept supplies a source of phasm: a native or reintegrated vinculum, appointment by a Monitor, or another source established by the setting. Path does not control access. Magister and Emissary are simply the two most common phasmic concepts. ===== Example Competency Choices ===== * Combat 4; Awareness 2; Athletics 2; Command 2; Medicine 2; Wayfaring 2 * Combat 2; Finesse 2; Stealth 2; Awareness 2; Guile 2; Insight 2; Technics 2 * Three Formulae at 2; Awareness 2; Lore 2; Medicine 2; Technics 2 == Step 6 β Select Talents and Flaws == [[SeventhSun:Talents and Flaws|Talents]] are short, memorable advantages. Flaws are recurring weaknesses or complications. * Choose 1 Talent * You may take 1 Flaw to choose 1 additional Talent * A starting hero may therefore have no more than 2 chosen Talents * Lineage Gifts and Path Gifts are automatic and do not count against this limit * Choose only Talents whose requirements the hero meets A Flaw must create a concrete disadvantage that can recur in play. A troublesome history, enemy, secret, or obligation without a dependable rule belongs in the hero's description and does not purchase another Talent. == Step 7 β Record Nerve == [[SeventhSun:Nerve and Advancement|Nerve]] represents audacity, luck, and determination. Heroes begin each session with '''3 Nerve''' and may spend no more than 1 Nerve in a round. Some Talents may increase this maximum. Once per scene, a hero may regain 1 Nerve when pursuing their Motive exposes them to meaningful danger, sacrifice, or complication. == Step 8 β Select Equipment == Choose [[SeventhSun:Equipment|equipment]] appropriate to the hero's concept. Typical starting equipment includes: * Up to 2 weapons * Armor and a shield, if desired * 2 Kits suited to the concept * Ordinary clothing, personal effects, and routine supplies Describe what the equipment looks like. A weapon's category and Tags provide its rules; its exact form belongs to the character and the world. The Narrator may refuse an artifact or other item whose rarity or importance makes acquiring it an adventure. == Step 9 β Calculate Derived Scores == Record the following values on the character sheet. {| class="wikitable" ! Score !! Calculation |- | Initiative || Agility |- | Defense || 11 + Combat rating + Agility, plus the best applicable increase |- | Damage Resistance || Vigor + armor Protection |- | Speed || 6 squares, modified by Lineage, armor, or Talents |- | Attribute Resistance || 11 + relevant Attribute |- | Skill Resistance || 11 + relevant Attribute + relevant Skill rating, when training directly opposes the action |} Record each attack and its damage. Set Wounds and Fatigue to 0. == Step 10 β Add Final Details == Finish the hero by choosing: * Name * Appearance * Personality * Home or community * Important relationships * Reputation, title, or alias * Any question raised by the chosen Path or source of phasm {{SeventhSunNav}} </div> [[Category:Seventh Sun]]
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