SeventhSun:Character Creation: Difference between revisions
Created page with "{{SeventhSunHeader}} <div class="codex-page codex-page--seventh-sun ss-page--rules ss-page--character-creation"> = Character Creation = Create a capable posthuman hero by choosing a concept, Lineage, Path, Attributes, competencies, Talents, and practical equipment. Seventh Sun heroes are capable from the beginning. Character creation establishes a posthuman body, a way of meeting danger, broad learned competencies, and a few memorable distinctions. It does not require..." |
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= Character Creation = | = 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 — Character Concept and Motive == | ||
{| class="wikitable | 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 — 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]] — the form most recognizable to people of the earliest ages | |||
* [[SeventhSun:Lineages#Optimates|Optimate]] — slender phasm-sensitive posthumans born with a vinculum | |||
* [[SeventhSun:Lineages#Devisors|Devisor]] — sturdy tunnel dwellers originally designed as Monitor technicians | |||
* [[SeventhSun:Lineages#Alliants|Alliant]] — armored descendants of bodies made for an ancient war | |||
* [[SeventhSun:Lineages#Scutters|Scutter]] — small arboreal posthumans who supplement food with sunlight | |||
* [[SeventhSun:Lineages#Viators|Viator]] — six-limbed travelers designed for long journeys | |||
== Step 3 — 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]] — meets danger directly through disciplined action | |||
* [[SeventhSun:Paths#Shadow|Shadow]] — relies on subtlety, movement, preparation, and misdirection | |||
* [[SeventhSun:Paths#Magister|Magister]] — directs internally generated phasm through a vinculum | |||
* [[SeventhSun:Paths#Emissary|Emissary]] — 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 — 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 –2 should represent a serious and intentional limitation | |||
== Step 5 — 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]] • [[SeventhSun:Skills#Athletics|Athletics]] • [[SeventhSun:Skills#Finesse|Finesse]] • [[SeventhSun:Skills#Stealth|Stealth]] • [[SeventhSun:Skills#Awareness|Awareness]] • [[SeventhSun:Skills#Insight|Insight]] • [[SeventhSun:Skills#Influence|Influence]] • [[SeventhSun:Skills#Guile|Guile]] • [[SeventhSun:Skills#Command|Command]] • [[SeventhSun:Skills#Wayfaring|Wayfaring]] • [[SeventhSun:Skills#Medicine|Medicine]] • [[SeventhSun:Skills#Lore|Lore]] • [[SeventhSun:Skills#Technics|Technics]] • [[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 — Select Talents and Flaws == | |||
A hero may | [[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 — 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 — 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 — 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 — 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 | |||
</div> | |||
{{SeventhSunNav}} | {{SeventhSunNav}} | ||
[[Category:Seventh Sun rules]] | |||
Revision as of 16:37, 19 July 2026
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 — 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 — Choose a Lineage
A 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.
- Inheritor — the form most recognizable to people of the earliest ages
- Optimate — slender phasm-sensitive posthumans born with a vinculum
- Devisor — sturdy tunnel dwellers originally designed as Monitor technicians
- Alliant — armored descendants of bodies made for an ancient war
- Scutter — small arboreal posthumans who supplement food with sunlight
- Viator — six-limbed travelers designed for long journeys
Step 3 — Choose a Path
A Path describes how the hero meets danger and changes the world. Choose one Path and record its Path Gift.
- Blade — meets danger directly through disciplined action
- Shadow — relies on subtlety, movement, preparation, and misdirection
- Magister — directs internally generated phasm through a vinculum
- Emissary — 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 — Assign Attributes
Every hero has six Attributes.
| 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 –2 should represent a serious and intentional limitation
Step 5 — Choose Skills and Phasmic Formulae
Every hero receives seven competency choices. Spend them on any Skills and any 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:
Combat • Athletics • Finesse • Stealth • Awareness • Insight • Influence • Guile • Command • Wayfaring • Medicine • Lore • Technics • 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 — Select 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 — Record Nerve
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 — Select Equipment
Choose 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 — Calculate Derived Scores
Record the following values on the character sheet.
| 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 — 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
Seventh Sun Codex
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