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Handbook - Schools.doc
7th Sea School Handbook
by Stephen D'Angelo (dangelo@crystalkeep.com)
with additional content from Andy Aiken
updated January 8, 2004
Key to Sourcebooks:
AH = Arrow of Heaven
AV = Avalon
CA = Castille
CE = Crescent Empire
CJE = Cathay, Jewel of the East
CM = 7th Sea Compendium
CN# = Crow's Nest (issue #)
CP = Church of the Prophets
DK = Die Kreuzritter
FR = Freiburg (box set)
EN = Eisen
ES = Explorer’s Society
GM = GM's Guide
IC = Invisible College
IG = Islands of Gold
KM = Knights and Musketeers
LF = Lady's Favor (GM's Screen)
LV = Los Vagos
MO = Montaigne
MR = Montaigne Revolution
NM# = NOM (issue #)
PG = Player's Guide
PN = Pirate Nations
RC = Knights of the Rose & Cross
RI = Rilasciare
SBN = Sidhe Book of Nightmares
SD = Sophia's Daughters
SF = Scoundrel's Folly
SG = Swordsman’s Guild
SH = Strongholds and Hideouts
US = Ussura
VK = Villains Kit
VO = Vodacce
VV = Vendel / Vesten
WOB = Waves of Blood
Overview of Schools
A school represents a special area of study, usually in combat or weapons.
Each school includes 4 or more knacks. These knacks are treated as advanced knacks. As with other knacks, none of
these knacks may be increased above 6 at hero creation.
You start at Apprentice level. To achieve Journeyman , you must have rank 4 in at least 4 knacks. To achieve Master ,
you must have rank 5 in at least 4 knacks.
Knacks are not unique per school, so if you have more than one school with the same knack, those knacks are
considered the same knack in all ways.
Schools
Combat schools provide your character with expert training in a combat (usually a weapon such as a sword).
Nation
School
Weapon Type
Skills
School Knacks
Avalon
Andews (SG 87)
Fencing Sword
Athlete + Fencing
Lunge / Feint / Riposte
Donovan (PG 147)
Short Sword + Buckler
Buckler + Fencing
Bind / Disarm / Riposte
Goodfellow (AV 96)
Bow
Archer + Hunter
Arc / Disarm / Tagging
Peecke (SBN 28)
Quarterstaff
Athlete + Staff
Beat / Feint / Corps- a-corps
Robertson (SG 90)
Fencing Sword + Cloak Cloak + Fencing
Double-parry / Entangle / Feint
Inismore Finnegan (AV 95)
Fist fighting
Pugilism + Wrestling
Bob n' Weave / Corps-a-corps /
Disarm
Highlands MacDonald (AV 97)
Claymore
Athlete + Heavy Weapon
Beat / Lunge / Pommel Stri ke
Bryn Bresail
Fadh-Righ (SBN 28 )
Spear + Buckler
Buckler + Polearm
Bind / Lunge / Tagging
Faileas (SBN 29 )
Fencing Sword
Courtier + Fencing
Feint / Reflect / Wall of Steel
Castille
Aldana (PG 146)
Fencing Sword
Courtier + Fencing
Feint / Riposte / Tagging
Gallegos (CA 95)
Fencing Sword
Athlete + Fencing
Feint / Riposte / Tagging
Gustavo (LV 80)
Fencing Sword on
Horseback
Fencing + Rider
Charge / Cavalry Attack / Trick
Riding
Soldano (CA 96)
Two Fencing Swords
Athlete + Fencing
Double-parry / Tagging / Whirl
Torres (CA 97)
Fencing Sword + Cloak Cloak + Fencing
Double-parry / Side-step / Tagging
Zepeda (CA 97)
Whip
Athlete + Whip
Bind / Disarm / Tagging
Cathay
Han Hua Hua Shao Ren Te (CJE 94) Jian
Fencing + Soft Martial Arts Feint / Lunge / Tagging
Shan Dian Dao Te (CJE
96)
Dao
Heavy Weapon + Athlete
Beat / Corps - a-corps / Feint
Zheng Yi Quan (CJE 98)
Unarmed
Hard Martial Arts + Soft
Martial Arts
Leaping / Missile Defence / Snap
Kick
Khimal Wu Tsain (CJE 97)
Unarmed
Soft Martial Arts + Feng
Shui Shi
Escape / Leaping / Tagging
Koryo Tie Xiong Kung (CJE 96)
Unarmed
Hard Martial Arts +
Athlete
Kick / Knife Hand / Power Block
Lanna Chin Te (CJE 94)
Seurng tjat koen
Chain + Athlete
Whirl / Disarm / Feint
Ki Kwanji (CJE 95)
Unarmed (kick boxing) Hard Martial Arts +
Pugilism
Kick / Snap Kick / Uppercut
Tashil Shaktishaalee (CJE 96)
Tulwar
Fencing + Rider
Cavalry Attack / Charge / Whirl
Tiakhar Jasni (CJE 95)
(None)
Sailor + Fencing
Corps - a- corps / Disarm / Boarding
Tashil / Tiakhar Ying Sun Wo (CJE 97)
Unarmed
Hard Martial Arts + Dirty
Fighting
Claw Hand / Eye-gouge / Throat
Strike
Xian Bei Chima Gongjian Shou
(CJE 94)
Bow
Archer + Rider
Horse Archery / Charge / Arc
Crescent Empire
Aldiz’ahali Daphan (CE 75)
Scimitar
Athlete + Fen cing
Beat / Lunge / Pommel Strike
Kurta’kir Marikk (CE 75)
Two Knives
Athlete + Knife
Double- attack / Lunge / Whirl
Ruzhar’hala Sersemlik (CE 76)
Two - Handed Sword
Athlete + Heavy Weapon
Feint / Tagging / Whirl
Atlar’vahir Va hiy (CE 77)
(None)
Commander + Rider
Horse Archery / Orders
Jadur’rihad Yael (CE 78)
Two Scimitars
Fencing + Performer
Disarm / Double-parry / Feint
Eisen
Drexel (EN 85)
Zweihander
Dirty Fighting + Heavy
Weapon
Disarm / Lunge / Pommel Strike
Durchsetzungburg (SG 88) Fencing Sword
Fencing + Scholar
Riposte / Tagging / Wall of Steel
Eisenfaust (PG 148)
Broadsword +
Panzerhand
Heavy Weapon +
Panzerhand
Beat / Bind / Disarm
Gelingen (EN 87)
(None)
Dirty Fighting + Doctor
Exploit Weakness (Monster)
Hopken (EN 88)
Crossbow
Athlet e + Crossbow
Arc / Reload / Trick Shooting
Loring (FR 92)
Panzerhand
Athlete + Panzerhand
Bind / Disam / Hook
Posen (EN 89)
Boar Spear
Polearm + Rider
Beat / Charge / Lance
Steil (EN 90)
(None)
Commander + Courtier
Orders
Unabwendbar (EN 92)
(None)
Commander + Scholar
Orders
Midnight
Archipelago
Nahgem (IG 77)
Spear
Athlete + Polearm
Kick / Pole Vault / Throw
Montaigne
Boucher (MO 79)
Two Knives
Criminal + Knife
Double- attack / Double-parry /
Riposte
Gaulle (SG 88)
Fencing Sword + Triple
Dagger
Fencing + Knife
Double-parry / Bind / Disarm
Rois et Reines (MO 80)
Musket with Bayonet
Firearms + Polearm
Beat / Lunge / Pommel Strike
Tout Pres (MO 81)
Improvised + Fencing
Sword
Dirty Fighting + Fencing
Corps - a- corps / Double-parry /
Tagging
Valro ux (PG 149)
Fencing Sword + Main
Gauche
Fencing + Knife
Double-parry / Feint / Tagging
Ussura
Bogatyr (US 97)
Axe
Heavy Weapon + Hunter
Lunge / Pommel Strike / Throw
Buslayevich (US 98)
Bow
Archer + Rider
Charge / Horse Archery / Trick
Riding
Dobrynya (US 99)
Wrestling
Ahtlete + Wrestling
Bear Hug / Disarm / Fortitude
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Nation
School
Weapon Type
Skills
School Knacks
Vendel / Vesten
Halfdansson (VV 93)
Harpoon
Polearm + Whaler
Disarm / Lunge / Pommel Strike
Kjemper (SG 89)
Longsword + Shield
Heavy Weapon + Shield
Attack(Shield) / Corps- a- corps /
Wall of Steel
Larsen (VV 94)
Fencing Sword +
Lantern
Fencing + Streetwise
Ambush / Feint / Parry
Leegstra (PG 149)
Broadsword or Axe
Heavy Weapon +
Wrestling
Beat / Corps - a-corps / Lunge
Rasmussen (VV 95)
Pistol
Courtier + Firearms
Pommel Strike / Relo ad / Trick
Shooting
Siggursdottir (VV 96)
Hand Axe
Athlete + Hand Axe
Double Attack / Throw / Whirl
Snedig (SG 90)
Fencing Sword
Doctor + Fencing
Beat / Feint / Lunge
Swanson (SG 90)
Swordcane
Dirty Fighting + Fencing
Conceal / Double-parry / Pommel
Strike
Urostifter (SG 91)
Two Longswords
Athlete + Heavy Weapon
Beat / Double-parry / Feint
Vodacce
Ambrogia (PG 147)
Fencing Sword + Main
Gauche
Dirty Fighting + Fencing
Feint / Pommel Strike / Riposte
Bernoulli (VO 94)
Fencing Sword
Fencing + Pugilis m
Beat / Corps - a-corps / Lunge
Cappuntina (VO 94)
Throwing Knife
Knife + Performer
Pin / Throw / Trick Shooting
Lucani (SG 89)
Broadsword + Fist
Heavy Weapon + Pugilism Beat / Pommel Strike / Corps -a-
corps
Villanova (VO 95)
Fencing Sword + Knife Fencing + Knife
Double-parry / Feint / Stop -thrust
Church of the
Prophets
The Friars (CP 91)
Fist / Improvised
Dirty Fighting + Pugilism
Beat / Corps - a-corps / Disarm /
Improvised Attack
Rossini (CP 92)
Halberd
Polearm + Wrestling
Beat / Disarm / Bind
Swords of Solomon (CP
93)
Fencing Sword +
Shield
Fencing + Shield
Bind / Disarm / Shield Attack
Die Kreuzritter
Mortis (DK 69)
Stiletto
Criminal + Knife
Double- attack / Riposte / Throw
Explorer's Society Shield Man (AH 60, ES 76)
Improvised
Athlete + Dirty Fighting
Bind / Corps- a- corps / Riposte
Syrneth Tinkering (ES 76) (None)
Archaeology + Scholar
Domae / Drachen / Setine /
Tesseran / Thalusai
Invisible College
Bonita (IC 79)
Fencing Sword
Athlete + Fencing
Bind / Disarm / Wall of Steel
Los Vagos
El Pu nal Occulto (LV 77)
Fencing Sword
Fencing + Knife
Bind / Corps- a- corps / Pommel
Strike
NOM
Quinn (NM2 3)
Knife
Knife + Spy
Beat / Feint / Lunge
Pirates
Rogers (PN 94)
Fencing Sword
Dirty Fighting + Fencing
Bind / Corps- a- corps / Disarm
Qatihl’i
Qor’qunq (CE 102)
Knife
Knife + Spy
Lunge / Poison / Throat Strike
Rilasciare
Vipera ex Morsi (RI 78)
Knife
Dirty Fighting + Knife
Beat / Corps - a-corps / Lunge
Rose and Cross
Desaix (RC 66)
Fencing Sword + Main
Gauche
Fencing + Knife
Double-parry / Feint / Lunge
Sophia's
Daughters
Necare (SD 82)
Knife
Knife + Spy
Conceal / Corps - a-corps / Poison
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School Knacks
The school knacks are described here:
Knack
Description
Ambush (VV 94)
You know how to plan or spot an ambush. This is the same as the Ambush knack.
Arc (AV 97/EN 89)
Your ranged weapon range is increased by 5 yards for each rank in this knack.
Bear Hug (US 99)
When you have an opponent held, each time they fail to break free and at the end of each round you do (knack)k1
wounds to your opponent. Th is is the same as the Bear Hug knack on the Wrestling skill.
Beat (PG 150+CM6)
Attack using this knack, and take a number of raises equal to the defender's Brawn. If you do, they cannot use an active
defense.
Bind (PG 150)
Attack using this knack. If successful, opponent's weapon is unusable until they make a contested roll of Brawn+Parry
against your Brawn+Bind as an action. You can use an action to give yourself a +5 (cumulative) on your future rolls to
hold the bind. Note that the defender can always just let go of the weapon.
Boarding (CJE 98)
You get a bonus equal to your rank in this knack when rolling on the Boarding Action table.
If you are rolling the combat, your Brute Squads add your rank to all their rolls, and their TN to be hit.
When an opponent misses you (either Active or Passive Defense), you can lower your next action die by your rank in
this knack (but not lower than the current phase).
Charge (EN 90) Before phase 1 of the first round of combat, you may lower one action die by your rank in this knack.
Claw Hand (CJE 99) Roll Finesse + Claw Hand against opponent’s TN to be hit +10. Damage is as a normal barehanded attack, but he loses
his next action this round.
Corps-a-corps (PG 150) Attack using this knack. If successful, opponent takes (Brawn)k1 damage and is now prone.
Conceal (SD 84)
Your roll on this knack is the TN for someone to detect the weapon. This is the same as the Concel knack on the Spy
skill.
Disarm (PG 150)
If opponent's attack misses your passive defense, use an action for a contested roll of yor Brawn+Disarm against his
Brawn+Attack. If you win, he is disarmed. If you take a -10 on your roll, you can end up holding their weapon.
Double-parry
(PG 150+ CM6)
Active parry using this knack. If you succeed, you get a drama die for use in this combat round within a number of
phases equal to your rank in this knack.
Double-attack (DK 70)
Make two attack rolls using this knack, each at a – 10 to hit.
You gain your rank in this knack as extra unkept dice for all attack and active defense rolls against an opponent of the
type you know the weakness for.
Feint (PG 151+CM6) Attack using this knack, and take a number of raises equal to the defender's Wits. If you do, they cannot use an active
defense.
Fortitude (US 99) You add this knack's rank to your wounds check rolls.
Hook (FR 92) You add your rank in this knack to damage done with a panzerhand.
Horse Archery (US 98) This knack is used instead of Attack(Bow) w hen on horseback. This is the same as the Horse Archery knack on the Ride
skill.
Lance (EN 90)
Attack using this knack instead of Attack(Polearm) when on horseback.
Lunge (PG 151)
Attack using this knack to get +2 unkept damage dice if you hit. You cannot use active defenses for the rest of this
round and your TN is 5 for this one phase.
You can use this as your defence knack against thrown weapons, arrows, stones from slings and crossbow bolts, but not
against melee attacks, irearms or cannons.
If you use this for an AD, you may make two raises in order to catch the missile. If you succeed, you gain a DD which is
lost at the end of the round.
Orders (Tactic) (EN 91) Add your rank in this knack times your mastery level (1=Apprentice, 2=Journeyman, 3=Master) to your Strategy roll
when using the appropriate tactic in a round of battle.
Pin (Knife) (VO 96) Attack using this knack at -10 to hit a person wearing cloth clothing. If you hit, your opponent's arm is pinned and he
drops whatever he was holding in his hand. It takes one action for that person to free himself.
Poison (SD 84) You know how much poison to use and how to handle it safely. This is the same as the Poison knack on the Spy skill.
Pommel Strike (PG 151) Attack using this knack. If you hit, opponent takes (Brawn)k2 damage and opponent is TN=5 for this phase and the next
phase.
Power Block (CJE 99) Cannot be used as PD, but can be used as AD against a barehanded attack.
If you take a raise, you inflict 1k1 wounds on your attacker. You may make additional raises for damage, but you may
not make a called shot.
Reflection (SBN 30)
Each time an opponent uses a Swordsman Knack against you, you can make a Wits check against a TN equal to his rank
in the knack x5. On success, you gain one rank in the knack for the remainder of the Scene. The maximum number of
ranks you can gain in a knack in this way is your rank in this knack or your opponent’s rank in the knack, whichever is
lower.
This only applies to one knack against one opponent, and can only be used against an opponent wielding the same type
of weapon.
Reload (EN 89)
Your weapon reload time is decreased by 1 Action for each rank in this knack. This is the same as the Reload knack on
the weapon.
Riposte (PG 151)
Active parry defense using rank N (where N = 1/2 your parry, rounded down). If successful, make an attack that does
not cost an action with rank M (where M = 1/2 your attack, rounded down). Your rank in Riposte can be divided and
added to M and N as you choose.
Side-step (CA 97)
When you succeed at an Active Defense, you may lower your next action die by your rank in this knack (but not lower
than the current phase). This is the same as the Side- step knack on the Athlete skill.
Snap Kick (CJE 99)
When you are attacked you may use a held or current action (not an interrupt action) to perform a snap kick. Roll Wits +
Snap Kick as an attack; if you hit you deal 2k2 wounds (do not add your Brawn) and his attack is cancelled. You may
take raises for damage or make a called shot.
Stop-thrust (VO 97)
When you are attacked, you may use a held or current action (but not an interrupt action) to counter- attack using
Wits+Stop -thrust. If you hit, you deal 3k2 wounds, and if this causes a dramatic wound then the attack they were
making on you is cancelled.
Bob ‘n’ Weave
(AV 95)
Exploit Weakness
(PG 145)
Missile Defence (CJE
99)
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Knack
Description
Tagging (PG 151)
Attack using this knack. If you hit, do no damage, but get a drama die usable before the end of this battle or opponent
loses a drama die until the end of the combat.
Throw (DK 70)
Attack using this knack. Range is 5+(2* Brawn ). This is the same as the Throw(*) knack on the * skill.
Trick Riding (US 99)
You can stand while riding (TN=10), do handstands on horseback (TN=20), hang off one side of the horse for cover
(TN=20), or do flashy t ricks. This is the same as the Trick Riding knack on the Ride skill.
Trick Shooting
(EN 89+VO96 + LV 95)
For each rank in this knack, lower penalties (such as range, cover, or called shots) on the ranged attack by 5 (to a
minimum of 0). Will not lower t he value below the base TN.
Wall of Steel (IC 79)
If you have not attacked yet this round, then each rank in this knack increases your passive defense TN by 2 if you are
using your Parry(Fencing) to determine your passive defense.
Whirl (CA 96)
You get +(2* Whirl rank) to hit brutes, which is effective for attacks on multiple brutes.
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