Traits
Knowing all this I was ready to start assigning points to Cano’s Traits. Traits are essentially the same as Abilities in other RPGs, the primary attributes of all characters. All Traits start with a score of 2, with 2 additional points to spend. Your Nationality also gives you a choice of two stats to bump up by 1. I decided Cano was more of an agile fighter than pure muscle so increased Finesse to 3. His faith steals his mind, so Resolve was changed to 3. As a native of Castille, he could add to Finesse or Wits and decided his emphasis on diplomacy over combat made Wits the appropriate Trait to go up. This left Brawn and Panache at their standard of 2 points.
Backgrounds
Backgrounds allow you to flesh out your character’s past and add more mechanical pieces. Each Background provides Skills that your character can pull from. They come with a Quirk, an Advantage and then a suite of skills.
The first Background that seemed like a given was Soldier. The Quirk is that I earn a Hero Point when I stick to a plan disregarding any danger that might come to me. My first advantage as a Soldier is that I am an Able Drinker, meaning that alcohol will never affect me not matter how much I drink. The second Advantage will be that I’m a Riot Breaker, meaning as an individual fighter I can take on hordes of minion-like enemies without taking much damage. As a Soldier, the skills I get are Aim, Intimidate, Notice, Warfare, and Weaponry.
The second Background I chose was Orphan. My reasoning was that Cano’s father died when he was young and his mother became so devoted to the Vaticine that Cano was for all intents and purposes left to survive on his own. His Orphan Quirk is that I gain a Hero Point when I put myself in danger to befriend or accompany a person who is alone. My two advantages are Brush Pass and Reckless Takedown. Brush Pass gives me the ability to take from or place on a person a small handheld object. Reckless Takedown lets me immediately take down a Brute Horde of enemies taking 1 Dramatic Wound as a cost. Being an Orphan, the skills I acquired were Athletics, Brawl, Empathy, Hide, and Intimidate.
Skills
You get 10 points to spread out amongst the build of skills acquired from your Background. I decided that Cano is a very aware person and so Empathy, Intimidate, and Notice are his top Skills at 3 points each. Everything else will be set at 2 points except for Brawl which is at a 1 because Cano chooses to resort to that last.
Aim 2
Athletics 2
Brawl 1
Empathy 3
Hide 2
Intimidate 3
Notice 3
Warfare 2
Weaponry 2
Advantages
You are given 5 additional points to buy more Advantages. Indomitable Will seemed like a natural fit due to Cano’s devotion to his faith. With Indomitable Will Cano may spend a Hero Point to immediately resist seduction, intimidation, or any type of coercion.
The second Advantage for Cano will be Quick Reflexes. This Advantage lets me choose a Skill and lets me have an additional Raise when using it. I decided on Notice, emphasizing Cano’s heightened awareness of his surroundings, due to both the paranoia of being pursued by occult elements in the Vaticine and his own combat training.
Arcana
Every hero has a Virtue and Hubris decided by the Sorte Strega, a Witch’s Tarot deck. I decided that The Devil would be an appropriate choice for Cano. His Virtue, Astute, will be that after a Villain spends a Raise for an Action. The Action will fail, but the Raise will still be lost. Cano is always aware of his enemy’s actions and heads them off at the pass. His Hubris will be Trusting meaning Cano will receive a Hero Point when I accept a lie or lopsided deal, an interesting counterpoint to my Indomitable Will.
Story
One of the most interesting pieces of character creation in 7th Sea is your ability to develop a story path for your character. It reminded me a lot of Fronts in Apocalypse World but player-created rather than by a GM. The first step is establishing a goal. My story concept is to Cleanse, specifically to purge the evil from The Vaticine and this will involve finding sympathetic parties who can help me flush it out and destroy the corruption. My Goal is that Cano would be heralded by the Hierophant for saving the Vaticine and be made the Lord of the Holy Guard. The mechanical Reward at the end of the story would be that after passing through four steps, I would earn the 4 point Hard to Kill advantage. It’s not necessary to detail all steps at the outset so my First Step will be to locate Sister Romona Paquita, an exiled nun who was already aware of the occult sect.
Cleanse: The Vaticine is beset by evil from within. I must find those who can help me flush it out and destroy it.
Goal/Ending: My hero is heralded by the Hierophant for saving the Vaticine from the corruption and made the Lord of the Holy Guard.
Reward: This is a four step story that will earn my hero the 4 point Hard to Kill advantage.
First Step: Find Sister Romona Paquita, the exiled nun whose writings on the demonic sect were forbidden.
Details
The last few elements are Details that flavor out the character further. Cano’s reputation is of a Faithful man. This would be how others who know him describe him. He knows the languages of Old Thean, Castille, and Montaigne. He has 2 favor with Močiutės Skara and 0 wealth points to begin.
Creating a character in 7th Sea has made me much more interested in playing a campaign or even one-shot in this system. Before I cracked the pages open I was very lukewarm about playing in a “pirate game, ” but after reading more about the world and seeing how involved creating story is on the player side, I would love to jump in a game.
Next: Unknown Armies Third Edition.


In setting up this session, I started looking through some Dungeon Crawl Classics and settled upon The Dreaming Caverns of the Duergar. I made some notes to modify, mainly taking out the dragons (Ariana decided not to include them as part of our world) and put in the Remnants, the original inhabitants of this world. I printed out four pieces of grid paper, fired up the laminator, and then used packing tape to affix the four together into one large foldable map. Printed out a hex map as well to plan the overworld and I had all the pieces together.
Once they were deep in the tunnels a cave-in occurred and left them seeking an alternate way out. As they ventured further they found dwarves that looked corrupted by some unknown sickness or entity. Some of them had been driven mad but it was apparent these inhabitants had been here for awhile and were not the friends of Groobor. On the second floor, Ella and Griffo encountered Sorethin, a Lizardfolk being held captive by these twisted dwarves. Our hero successfully discovered a trap door that allowed the trio to pass into a deeper portion of the cave where Remnant ruins were found, particularly those related to the worship of long-forgotten deities. They shut down a massive drill machine one of the dwarves was piloting and became pinned down on a narrow bridge by crazed dwarves sniping with crossbows.
In this humid portion of the cave Ella discovers mushroom and fungus forests as well as the Vegepygmy tribe that harvests and lives off these resources. They are very non-confrontational and run when approached, seeking reinforcements. Ella and Griffo decide to skip that confrontation but she ends up sprayed with spores from a poisonous flower whose roots take up an entire chamber. Not sure of the long-term effects, she pushes on until they find the full ruins of a lost Remnant civilization as well as…a living Remnant! They fail to defeat the powerful being and when Ella wakes up she is in the clutches of Jernum, the leader of these twisted Psionic Dwarves who has plans for her and Griffo.




I decided recently to start a one on one tabletop roleplaying campaign with my wife and chose Scarlet Heroes as the system to use. Scarlet Heroes is an Old School roleplaying game designed specifically for one GM and one player. There is a premade setting that comes with the system, but I prefer to build something with my players, so we have a shared mutual vision of the world. Ariana and I sat down a couple weekends ago and used Ben Robbins’ Microscope to broadly build the world.
After about a century, the ruins of the Remnants were discovered buried beneath Muatera. These were the piece of a lost civilization, the details of whom are yet to be fleshed out. Their writings did lead to a cure that helped boost the shipwhale herds and allowed the colonists to visit the three neighboring planets in the system. Three additional races were discovered: The Goliath Tieflings, Hypogeal Elves, and Psionic Dwarves. Relations with each is complex and distinct, but no major conflicts have sprung up…yet.

We are William. The audience, unsatisfied with the story we are given, petulant and entitled, believing that nihilistic, destructive behavior toward this former object of our love is warranted. How could it end like that? They didn’t explain what it meant! They were just making it up as they went! I wasted hours of my life on this stupid thing! It’s no coincidence that J.J. Abrams was the producer of Westworld, a creator who has been the bullseye of endless online hate towards his work. William is us in that he sees himself as the protagonist of this story. Why? Because he paid to be, I guess? Humanity does an excellent job of elevating the material Self over the internal Self, but more on that a little later. William is continually told that The Maze is not for him, yet he never listens and believes he is entitled to the Maze and this abstract finality he thinks he was promised.