Character Generation
Sept 30, 2016 13:08:19 GMT
Post by Dalai Llama on Sept 30, 2016 13:08:19 GMT
Character generation follows the standard generation described in the 7th Sea 2nd Edition Core Rulebook.
There are, as of now, no currently banned or restricted options.
General Advice:
What most character entries fail at is the spirit of the game. You are supposed to create heroes. Living, breathing heroes, that were hopefully born, and will definetly die. You are not supposed to create "a duelist". Or "the best social heavyweight".
You are supposed to create "Aleister" the Eisen, who saw his home village destroyed by monsters. Powerless to stop it then, his driving motivation is the eradication of all monsters that have harmed humans before. But even so, he does not pick the "duelist" background simply for the power boost in martial arts. Instead, he decides that he witnessed it at a young age, and picks the "orphan" background. Aleister has felt the terrible grip of loneliness all too much on his soul after he wandered the lands without a soul to know or care for him. Even his desire to slay monsters is fueled by his wish to never have anyone else go through that terrible solitude and despair. He'll pick up some combat skills in later steps due to his desire to become strong. His background defines what he was. His skills define what he learned. And only he decides what he'll become. Perhaps he will join the Kreuzritters and quest for a legendary monster-slaying blade. Or he will realize he is still not strong enough and search training under a famous duelist.
If you focus too much on mechanics, and too little on the hero, he may not pass inspection. In such a case, we'll ask you to work with us to iron over any perceived shortcomings.
So as a rule of thumb, bottom-line why your character is a hero.
Additionally, this would make useful information for both sides to be aware of:
Who or what will oppose your character?
A hero's tale is one of facing resistance and overcoming the impossible. But just what stands in your heros way? Are there powers that wish for your hero to fail? If it were an individual, what traits would it have? Is a certain organization the antithesis to your heroes beliefs?
If your answer consists of fairly normal people, an entire nation, or if you cannot think of anything, you should take a step back and try to imagine the hero again. Heroes are known to disagree on matters, talk, fight or duel it out, but if one can become a hero just by fighting you, that's a bad sign right there. Remember the golden rules: Heroes help those in need. Heroes do not cause unnessessary suffering. And Heroes do not commit murder. Ever.
A hero that murders another hero robs the world of two candles in the dark, cold night.
We also wish to know a very specific thing:
How will your character die?
Death is far, far too important to be left to a diceroll. Heroes in 7th sea don't die because they've been shot. A hero's demise is such an important part of a heroic tale that you should have a good idea how it is going to happen.
Take Aleister for instance. He has by now grown a lot, he joined the Kreuzritters, and eventually discovered "Baneblade", a legendary Greatsword. On his path lie many a monster that has fallen to the determination of his will, but it is also clear to him that one day, he will die. Aleisters player decides that it is only fitting that a monster will kill him, but not only that, but due to his background, it will most definetly happen when he is protecting someone from it.
And now, whenever Aleister draws steel to defend a caravan or village from a monster attack, he knows he is risking his life. Wagering it all for the desire to protect others from his fate. And when he arrived to find a village under a monster assault so terrible that he knows he cannot win, he turns to a young, fear-stricken girl, smiles, and hands her his legendary blade to protect her family on their escape with, before drawing the same old rusty blade that kept him alive when he was young. And Aleisters tale ends with him yelling defiance and buying enough time for every single villager to get to safety. Every. last. one.
Your heroes will die. Make sure you don't half-ass the most important part of their journey.
There are, as of now, no currently banned or restricted options.
General Advice:
What most character entries fail at is the spirit of the game. You are supposed to create heroes. Living, breathing heroes, that were hopefully born, and will definetly die. You are not supposed to create "a duelist". Or "the best social heavyweight".
You are supposed to create "Aleister" the Eisen, who saw his home village destroyed by monsters. Powerless to stop it then, his driving motivation is the eradication of all monsters that have harmed humans before. But even so, he does not pick the "duelist" background simply for the power boost in martial arts. Instead, he decides that he witnessed it at a young age, and picks the "orphan" background. Aleister has felt the terrible grip of loneliness all too much on his soul after he wandered the lands without a soul to know or care for him. Even his desire to slay monsters is fueled by his wish to never have anyone else go through that terrible solitude and despair. He'll pick up some combat skills in later steps due to his desire to become strong. His background defines what he was. His skills define what he learned. And only he decides what he'll become. Perhaps he will join the Kreuzritters and quest for a legendary monster-slaying blade. Or he will realize he is still not strong enough and search training under a famous duelist.
If you focus too much on mechanics, and too little on the hero, he may not pass inspection. In such a case, we'll ask you to work with us to iron over any perceived shortcomings.
So as a rule of thumb, bottom-line why your character is a hero.
Additionally, this would make useful information for both sides to be aware of:
Who or what will oppose your character?
A hero's tale is one of facing resistance and overcoming the impossible. But just what stands in your heros way? Are there powers that wish for your hero to fail? If it were an individual, what traits would it have? Is a certain organization the antithesis to your heroes beliefs?
If your answer consists of fairly normal people, an entire nation, or if you cannot think of anything, you should take a step back and try to imagine the hero again. Heroes are known to disagree on matters, talk, fight or duel it out, but if one can become a hero just by fighting you, that's a bad sign right there. Remember the golden rules: Heroes help those in need. Heroes do not cause unnessessary suffering. And Heroes do not commit murder. Ever.
A hero that murders another hero robs the world of two candles in the dark, cold night.
We also wish to know a very specific thing:
How will your character die?
Death is far, far too important to be left to a diceroll. Heroes in 7th sea don't die because they've been shot. A hero's demise is such an important part of a heroic tale that you should have a good idea how it is going to happen.
Take Aleister for instance. He has by now grown a lot, he joined the Kreuzritters, and eventually discovered "Baneblade", a legendary Greatsword. On his path lie many a monster that has fallen to the determination of his will, but it is also clear to him that one day, he will die. Aleisters player decides that it is only fitting that a monster will kill him, but not only that, but due to his background, it will most definetly happen when he is protecting someone from it.
And now, whenever Aleister draws steel to defend a caravan or village from a monster attack, he knows he is risking his life. Wagering it all for the desire to protect others from his fate. And when he arrived to find a village under a monster assault so terrible that he knows he cannot win, he turns to a young, fear-stricken girl, smiles, and hands her his legendary blade to protect her family on their escape with, before drawing the same old rusty blade that kept him alive when he was young. And Aleisters tale ends with him yelling defiance and buying enough time for every single villager to get to safety. Every. last. one.
Your heroes will die. Make sure you don't half-ass the most important part of their journey.