SeventhSun:Character Creation
Character Creation
[edit]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
[edit]- 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
[edit]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
[edit]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
[edit]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
[edit]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
[edit]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
[edit]- 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
[edit]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
[edit]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
[edit]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
[edit]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
[edit]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
Home · The Seven Suns · Rules · Character Creation · Attributes · Skills · Lineages · Paths · Talents · Flaws · Nerve and Advancement · Combat · Equipment · Hazards · Phasm · Adversaries · Sample Heroes · Glossary
