Here's My take on it:
List of Skills
Skills come in several flavors: Martial, Civil, Courtly, Academic, and Criminal. Martial Skills are used in fighting, Civil Skills are often used in day to day life, Academic Skills are usually used by only learned peoples, Courtly Skills are the bread and butter of the nobility and high society, while Criminal Skills are the opposite.
Emphases: Many skills have emphases that are more focused aspects of the larger skill. If the character possesses a Emphases in a skill and performs an action that can suitably defined by that Emphasis, they will gain a benefit to their roll. (Mechanical note: I'd go with allowing the Character to reroll 1's)
Multiples Skills: Some skills are so all encompassing that they are considered Multiple Skills. Profession Skills are a good example of this. When choosing a Profession Skill, one is not proficient in all the Sub-Skills, only in the Sub-Skill chosen. For example if you wish to craft both guns and be a carpenter you would take Profession: Carpentry and Profession: Gunsmith.
Civil Skills
These are the skills that are used by the majority of the populace in their day to day lives. while often respectable, they are not typically glamorous. The rising Middle Class (especially in Vendel and Avalon) are loud proponents of this category and are trying to impress their importance on society.
Profession (Multiple Skill)
Sub-Skills: Apothecary, Architect, Baker, Barber, Blacksmith, Brewer, Butcher, Calligrapher, Carpenter, Ceramics, Chandler, Cobbler, Confectioner, Cooking, Cooper, Distiller, Dying, Embalmer, Fireworks, Fletcher, Florist, Furrier, Gardener, Glassblower, Gunsmith, Hatter, Innkeeper, Jenny, Jeweler, Kitemaker, Mason, Masseur, Miller, Paper Maker, Perfumer, Potter, Printer, Sail
Maker, Scribe, Seamstress, Servant, Shipwright, Spinner, Steward, Tailor, Vintner, Weaver, Wigmaker, or any possible type of crafting profession.
The Profession Multiple Skill is a fairly broad skill that covers every conceivable profession in the 7th Sea universe. Those skilled in the profession are not only capable of earning a salary for having ranks in their skill, but also are capable of crafting and building anything that can reasonably fall under their profession. A profession of Fireworks enables you to craft not only fireworks, but it could also allow you to create more powerful explosives, smoke bombs, fire bombs, and even noise makers, all fueled by gunpowder.
Commerce
Emphases: Haggling, Shopping, Accounting, Appraising.
Handle Animals
Emphases: Specific Animal, Tricks
Hunting
Emphases: Fishing, Trapping,
Sailing
Emphasis: Rigging, Knotwork, Steering, Small Boat Handling,
Navigation
Emphasis: Specific Ocean or Environment
Driving
Emphasis: Carriage, Cart, Sleigh
Investigation
Emphasis: Notice, Search, Interrogation, Scrounging, Looting
Note: Looting is always considered a Criminal use of Investigation.
Academic Skills
These skills are of a more scholarly bent, and typically are known by a select few. Usually they are very hard to learn without instruction, and many universities and academies across Thea have been established to further these skills.
Law
Emphasis: Specific Nation
Medicine
Emphases: Herbalism, Surgery, Field Dressings, Diagnosis, Drugs
History
Emphasis: Ancient, Specific Nation,
Scholar (Multiple Skill)
Sub-skills: Mathematics, Chemistry, Philosophy, Natural Philosophy, Calculus, Astronomy, Geometry, Logic, Rhetoric, Music Theory, Art Theory
Srynth History
Emphasis: Specific Srynth People
This is a rare skill, and is often thought to be more myth and conjecture than real science, but it is much sought after and Srynth Historians can command wages that would make princes blush.
Archaeology
Emphasis: Artifact Evaluation, Digging, Preservation
Occult
Emphasis: Sidhe, Living Runes, Specific Type of Magical Bloodline, Dragons, Dracheneisen, Specific Monster
Courtly Skills
These are the skills that are used in Courts, both high and low. One often gains fame or recognition for these types of skills, and people so trained can expect polite, if not warm, reception in most High Society events.
Artisan (Multiple Skill)
Sub-skill: Composing, Drawing, Painting, Sculpting, Writing, Engraving,
Courtier
Emphases: Manipulation, Gossip, Mooch
Mooch is the Emphasis used when trying to gain small favors (usually gifts of coin or a place to stay) from other people. While not truly respectable, many people in court (flunkies and hangers on) are quite versed in the arts of mooching.
Etiquette
Emphases: Conversation, Bureaucracy, Diplomacy.
Sincerity
Emphasis: Honesty, Deceit.
Perform (Multiple Skill)
Sub-Skills: Acting, Dancing, Musician, Singing, Storytelling, Oratory
Theology
Emphasis: Objectionist, Vatacine, Paganism, Ussuran Orthodox, Cathay, Crescent
Criminal Skills
Criminal skills are skills typically used by the lowest classes and are frowned upon severely. Practicing many of these skills can result in civil punishment, with offenses ranging from fines to even out right death, depending on just whom you have used the skill upon. These skills may also come with a Reputation loss if observed.
Gambling
Emphasis: Cards, Dice, Cheating
Lock Picking (May be considered a Civil Skill if used by a proper Locksmith)
Emphasis: By Device and Object (ie, Tumbler Locks or Safes).
Rabble-Rousing
Emphasis: Religious Unrest, Civil Unrest, Rioting, Demonstrating
This is a skill used by many Rilasciare and other agitators. It is a form of performance where a person or persons gathers a group of disaffected people and attempts to form a mob. The intent may be to cause unrest (be it religious or civil) or to peaceably march. Either way, such demagogues are looked down upon by the Nobles, especially when set after the Montaigne Revolution.
Sleight of Hand
Emphasis: Pick-pockets, Object Manipulation, Misdirection
Stealth
Emphasis: Shadowing, Ambush, Unobtrusive,
Streetwise
Emphasis: Specific City, Criminal Group
Temptation
Emphasis: Seduction, Bribery,
Intimidation
Emphasis: Violence, Control, Fear,
Poison
Emphasis: Ingested, injected, inhaled, contact.
Martial Skills
These skills are those used in combat, often by soldiers r other warriors. That being said, a person with no way to defend themselves is either dead or rich enough to afford to hire people to do their violence for them.
Archery
Emphasis: Attack, Reload
Athletics (Multiple Skill)
Sub-Skill: Running, Leaping, Swinging, Throwing, Swimming, Endurance, Balance, Footwork, Climbing, Tumbling
Special Emphasis: Defense.
If the skill in question is to be used defensively, the Defense Emphasis may be used instead of any other Emphases
Buckler/Shield
Emphasis: Attack, Parry
Crossbow
Emphasis: Attack, Reload
Dirty Fighting
Emphasis: Attack, Parry,
Fencing
Emphasis: Attack, Parry
Firearms
Emphasis: Attack, Reload
Knives
Emphasis: Attack, Parry
Panzerhand
Emphasis: Attack, Parry
Polearm
Emphasis: Attack, Parry
Unarmed
Emphasis: Attack, Parry
This skill encompasses all forms of hand to hand: Cathay Martial Arts, Boxing, Wrestling, or the like.
Strategy
Emphasis: Siege, Fortifications, Attacking, Defending, Specific Terrain, Specific Opposing Nation, Ambush, Night Battles, Set Piece Engagements
Riding
Emphasis: Trick Riding, Bareback, Mounted Combat
Whip
Emphasis: Attack, Parry
I like the Civil skills, and the union of various athlete knacks onto Athletics, though I wouldn't make them sub-skills, I think making all different athletics into emphasis would be better.
ReplyDeleteAs to making Attack and Parry emphasis of all weapon skills, that is a definition of a no-brainer. There should probably be emphasis only for specific weapons, and come up with a different rule for Swordsman Knacks.