7th Sea Hints for Making a Character


At this point, everyone in the campaign knows a lot of the tricks and foibles of this system, so if you're just joining and making a new character, it's only fair that you get the same information, so you're not completely at odds with the skills of everyone else, and are thus outclassed. So, here are some of what I've learned about how to effectively... well, how to effectively min/max a 7th Sea character with hero points (HP) and experience points (XP). Do note that this is just how I personally approach 7th Sea character creation, and others have slightly different philosophies. Feel free to forge your own path, and I'll try (as the GM) to make sure you get to use the skills you come up with, whatever they are.

  • The first thing you should know is that Footwork is an incredibly important knack--it determines the TN people have to use to hit you most of the time (your AC, in other systems). As such, all starting characters should have Footwork, probably to 3. The exception is that if you envision your character as always using a particular weapon, your Parry in that weapon can be used instead whenever you're fighting with it, so that can be an effective substitute. But in general, you want to buy up Footwork.

  • If you peruse the die-rolling probabilities, you'll see that increasing the number of dice you *keep* (aka your Traits) is generally tons more effective than increasing the number of dice you merely *roll* (aka your Knacks). This is particularly true because increasing a trait increases *both* the number of dice you keep and the number of dice you roll. So, sure, it costs more, but it's quite worth it.

    However, the one place where knacks are particularly useful are at low levels--it's very cheap to go from knack 0 to knack 1, and you get a pretty good die bonus as a result. Going from 1 to 2 is also not too bad. After that, you're not, generally, helping yourself much.

    Also, since you'll get both HP and XP to start your character, bumping up knacks is generally cheaper with XP. So here's my trick: Buy a ton of skills with HP, and don't spend HP to increase knacks (with the possible exception of Footwork, or any other knack that has specific advantages at higher levels as opposed to just 'you get one more die'). (Note too that the University and Academy advantages can help here.) Then take your XP and buy a bunch of advanced knacks to 1. Then maybe bump a few more knacks to 2 (or special knacks like Footwork to 4 or 5), and start spending XP to increase your Traits.

  • And, speaking of traits, min/maxing really helps you out here when you have both HP and XP to spend at the start of the game. Setting one trait to 1 is a good way to save a lot of HP to spend elsewhere, and then you can bump it up to 2 with only 10 XP. You'll never get a deal this good again.

  • Do note that Panache means 'the number of times you can act in a round'. Since I've found that a reasonable 7th Sea fight is over in about one round (for this group, at least), if you want in on the fights, you should probably get your Panache to 3 before the game begins. (So far, everyone but Raelynn has Panache 3. (And come on, do you really want to play *7th Sea* without *Panache*?)

  • One more trick with knacks: the 'if you buy two skills with overlapping knacks (with HP), the rank of the overlapping knacks increase' rule is great. Particularly if you can get one with Footwork ;-)

  • A final note: If you have a character-based reason to up a knack beyond, say, 3, talk to me, and we'll try to come up with a game-based bonus for having that knack that high, too (something along the lines of the bonus you get for upping Footwork or the Thomas knack.)

  • OK so I lied, one more thing: Between adventures, if your character concept is working for you but your character stats are not, you may re-build your character from scratch using the same concept, but giving them new stats. I let the old characters do that; only fair to let the new characters do this, too.
    This line last updated July 24th, AD 2006
    lpsmith @rice.edu