The step zero of character creation is the concept and the game uses a twenty questions set-up to help you come to firm that up. This has some similarity to the twenty-questions set up of L5R and that makes some sense as I believe they were originally created by the same company. I have even heard that at one point L5R and 7th Sea existed in the same world. That said, the current game and L5R have some definite differences in the way they work even if they use some of the same terminology and some of the same character creation structure.
I am planning on using Mother's Touch to represent the gorgon aspect as it suggests creating new gifts along with your GM. In addition, one of the gifts involves being able to transform into an animal. I think I can parlay some similarly minor abilities to reproduce some of the abilities of the gorgon.
(By random roll I got a Hubris and Virtue that each seriously risk her stepping on her Dar Matushki Restrictions. Coveting something cuts very close to "acting to prove superiority" and may lead to "complaining about suffering". Being the center of attention also risks trying to prove oneself superior, but that isn't as big a danger. I will note that I developed her Restrictions before I rolled her Hubris and Virtue and decided to keep with what the die rolled despite how much of a tightrope this makes it. Though I sometimes like the tightrope, so there's that.)
The last two steps are Stories and Details. A Hero Story is a set goal your character desires to reach and leads the character toward certain directions. The story is created with an Ending that you need to accomplish to complete it and Reward which states the mechanical benefit you will receive for completing it as well as how many steps the Story must have before it can be completed. I will deal with this more on the Advancement analysis. Details noting your character's Wounds and Dramatic Wounds (the same for each character), Reputation, Languages, and deals with Wealth.
Nation: Ussura (+1 Resolve)
Languages: All (Linguist)
Virtue - The Sun - Glorious - Activate when your character is the center of attention. For the next Risk, when you determine Raises, every die is a Raise.
Hubris - Beggar - Envious - Receive a Hero Point when your Hero covets something or does something unwise to get it.
Got it! - Spend a Hero Point to immediately pick a lock, crack a safe, or disarm a trap. (2 pt - Hunter)
Sniper - You get a bonus die when you make an Aim Risk with a long-barreled musket, longbow, or crossbow. (3 pt - Hunter)
Sorcery: 2 - Dar Matushki - 4 Gifts, 2 Restrictions (2 pt per level - Touched by Matushka)
Survivalist - If you are in the wilderness you can forage to find enough food for yourself and five other people. In extreme circumstances, you can find enough for yourself and two other people. (1 pt - Touched by Matushka)
Poison Immunity - Poison never affects you aside from some minor potential discomfort. If the poison would ordinarily kill you, it might only make you vomit instead. There are no other effects (2 pt - Bonus Advantages)
Linguist - You speak all Thean languages, even the Dead ones. (1 pt - Bonus Advantages)
Eagle Eyes - As long as you have a clear line of sight, you can see perfectly out to a distance of one mile. If you use a spyglass you can pick out fine details, such as the inscription carved into a wedding band. If you make a Risk that relies heavily on your keen vision, you gain 1 Bonus Die. (2 pt - Bonus Advantages)
Hunter - Earn a Hero Point when you use your hunter's acumen to save someone from danger.
Touched by Matushka - Earn a Hero Point when you teach someone a lesson in a way that would make Matushka proud.
Ending - She tracks down the Villain who poisoned her home village.
Reward - This is 4 Step Story leading to acquiring the Legendary Trait: Resolve Advantage.
Step One - Pick up the Poisoner's Trail
Sorcery: Dar Matushki
Serpent Hair - Spend a Hero Point to tranform your hair into serpents. The extra eyes and other senses give you a Free Raise on Notice Risks for the rest of the scene. (My Creation)
Petrifying Gaze - Spend a Hero Point to reduce an opponent's Raises that round by your Intimidate rank due to being temporarily paralyzed. (My Creation)
Curative Blood - Spend a Hero Point to transform your blood into an antidote for any poison. You suffer a Wound for each person you want to cure. If the poison is supernatural in nature, you suffer a Dramatic Wound. (My Creation)
Command Snakes - Spend a Hero Point to call and issue a command to a snake. If there are no snakes in range or the animal is unable to obey the command, the GM refunds your Hero Point. If the command requires a Risk the animal rolls 5 dice but you decide how it spends the Raises. If the task is particularly appropriate to the snake you called, then it gets 2 bonus dice.
Modesty (My Creation)
Limit: You must not act with the motive of proving your superiority.
Penance: You must help someone downtrodden recognize their own worth.
Endurance (My Creation)
Limit: You must not complain about misfortune or ill treatment.
Penance: You must seek someone facing unjust suffering and help them through it.