Tuesday, January 29, 2008

New 7th Sea Skills

Here's new and house-ruled skills from my old 7th Sea campaign. New knacks can be found here.
Priest:
  • Basic Knack: Ceremony [New]
  • Basic Knack: Oratory
  • Basic Knack: Scribe
  • Basic Knack: Theology
  • Advanced Knack : Apothecary [Vendel Sourcebook]
  • Advanced Knack: First Aid
  • Advanced Knack: History
  • Advanced Knack: Incitation
  • Advanced Knack: Philosophy
  • Advanced Knack: Quack
  • Advanced Knack: Singing
  • Advanced Knack: Unobtrusive
This is a Skill that all men of the cloth should have. Some will also choose Scholar to accompany it, but not all of them will. Off the top of my head, I don't remember what exactly about the official Priest skill bugged me, but I imagine it had something to do with it not granting Knacks a Medieval-to-Restoration Priest just ought to have access to, ala my recent rant.

Musketeer:
  • Basic Knack: Etiquette (see Player's Guide, page 147)
  • Basic Knack: Law
  • Basic Knack: Mathematics
  • Basic Knack: Politics
  • Advanced Knack: Cold Read (see Player's Guide, page 145)
  • Advanced Knack: Diplomacy
  • Advanced Knack: History
  • Advanced Knack: Interrogation
  • Advanced Knack: Oratory
  • Advanced Knack: Seneschal
  • Advanced Knack: Shadowing (see Player's Guide, page 148)
This I know was intimately tied in to the topic of my recent rant. This Skill covers all the Civil Knacks a Musketeer must have to perform their duties as per the Montaigne Sourcebook. Said book has a cute little section where they talk about all the things a Musketeer is trained in, but making a starting character who had access to all those Knacks would have previously used a stupidly large chunk of your Character Points. Now all they need is this Skill and Fencing.

Governor
  • Basic Knack: Law
  • Basic Knack: Leadership (see GM's Guide)
  • Basic Knack: Politics
  • Basic Knack: Scheming
  • Advanced Knack: Accounting
  • Advanced Knack: Bribery
  • Advanced Knack: Cold Read (see Player's Guide, page 145)
  • Advanced Knack: Diplomacy
  • Advanced Knack: History
  • Advanced Knack: Oratory
  • Advanced Knack: Sincerity
  • Advanced Knack: Threaten [New]
  • Advanced Knack: Writing
Includes the Knacks necessary to govern a remote province or city. I created this one for similar reasons to Priest and Musketeer, but also because I had an NPC nobleman who'd inherited a family position in a remote province, despite not really having a previous background as a Courtier or Commander. These seemed like things he was likely to have learned on the job over the years.

Whip:
  • Basic Knack: Attack (Whip)
  • Advanced Knack: Threaten [New]
  • Advanced Knack: Swinging
Adding Swinging allowed Whip-wielding PCs to pulling basic Indiana Jones tricks without buying the Athlete Skill separately to track down a single Advanced Knack.

For the record, I require the character to have their Whip in hand in order to use Threaten, unless they also have another skill that grants access to that knack.

Shield:
  • Basic Knack: Parry (Shield)
  • Basic Knack: Cover (Shield) [New]
  • Advanced Knack: Attack (Shield)
I ignore the rule in the Vendel sourcebook concerning ranged attacks and shields, and instead have a Shield use the new Cover (Shield) Knack

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