7th Sea: A Great Star Falls – Skill List
Skills make up the core pool of options available to your character in the game. These represent training in professions, experiences in certain walks of life, or martial prowess that your character has picked up throughout their life.
Purchasing a Skill at Apprentice level costs 1 Point, and at Journeyman level costs 3 Points.
Something of a catch-all term for a variety of trade professions, with a varied range of applications. Some Merchants' work allows them to trade anywhere, others may need access to a workshop.
NOTE: You will need to specify a trade when you select this Skill. Some examples of trades are:
Alchemists are mystical and scientific at once, trained in both chemistry and philosophical theories. Their experiments straddle the lines of magic and science as they develop elixirs and tinctures designed to prolong life or transform metals.
Those who seek to understand and interpret the past. Archaeologists understand history and ancient architecture better than most, and remain up to date with the latest discoveries of the Explorer's Guild.
In tending to the sick and the injured, Doctors must have a wide range of treatment options available to them such as: first aid, medicines, bandaging, bone-setting, and the cauterisation of wounds. They also have detailed anatomical knowledge.
Trained in complex mathematics and mechanics, Engineers focus on both designing and understanding the structure of buildings.
Dwelling in the higher echelons of the universities, Professors are knowledgeable in their field, and combine that with both an ability to clearly communicate their findings verbally and in writing, and a sharp eye for academic politics.
NOTE: You will need to specify an academic field of expertise when you select this Skill.
Dedicated and studious, a Scholar is rarely without some tome they are currently learning from, and are excellent at research. Scholars tend to have broad familiarity with multiple areas of knowledge, but tend to have a single field they are most familiar with.
NOTE: You will need to specify an academic field of focused expertise when you select this Skill.
The best Teachers are those who can speak with anyone and convey clearly an idea or skill. Though they don't enjoy the clout of Scholars or Professors, a teacher finds fulfilment in sharing their knowledge, and watching others' minds grow.
Purveyors of companionship and refined entertainment. Courtesans are by necessity trained in seduction, but their greatest strengths are in their charm, their breadth of knowledge, and their ability to quietly influence their high-profile clients.
Diplomats and functionaries of the world. A Courtier's manners are flawless, their speech is honeyed and charming, and their capacity for subterfuge and scheming is startling.
A Politician is usually connected to a specific level of government, and a specific area. Their knowledge of this area is necessarily comprehensive, though they are also trained in the broader political mechanisms of their nation.
The religious leaders of communities serve needs that mere politics cannot. A Priest will have devoted themselves to a specific faith, and will be well-read in all matters of their religion, not to mention the spiritual needs of their congregations.
NOTE: You will need to specify your religion when you select this Skill, and you will need to select the Ordained/Cloistered advantage unless your religion is listed as having no formal church structure.
'List of Religions
The glue that keeps the noble world running. A Servant understands proper etiquette, the subtle social indicators of rank, and the art of blending into the background of events - even if they aren’t meant to be there.
Most often in the employ of governments (that will deny the existence of such people), a Spy's work is in the shadows. They excel at tracking their target and extracting information without ever being noticed.
Humans have long trained and made use of animals to assist in tasks. Some train horses for draft work or as mounts in combat, others train hounds to assist with hunting or tracking, and in some places the training of hunting falcons flourishes.
NOTE: You will need to specify whether this Skill relates to Hounds, Horses, or Falcons when you purchase it. With this Skill, you will also gain a Companion Animal of the specified type.
The core of an Athlete's training is agility, and they have spent long years training themselves to be able to leap, climb and run through obstacles and dodge attacks. An Athlete will often come in handy when dealing with traps by vaulting over the hazard.
The work of a Guide is to find a path, no matter the terrain. While they are familiar with city streets, their skills also equip them to navigate in the wild. If a Guide cannot find a path that will allow everyone to progress, they can at least find a way in for themselves.
Herbalists are primarily healers, but are also well-versed in botanical matters that allow them to know what plants are likely to grow nearby and what their uses are in healing. While lacking the surgical knowledge of Doctors, they are able to perform simple first aid and use folk remedies.
A Hunter can easily survive on their own in the wild, or as part of a group of adventurers can mean the difference between survival and starvation. They are skilled in a variety of hunting techniques as well as tracking and reading trails.
Those who operate outside the bounds of the law. Some Criminals pull off heists, some are hired muscle, and others still are manipulators, scamming people for the largest gain. A Criminal tends to be known to law enforcement, and must be careful not to get caught.
NOTE: You will need to specify a style of crime when you take this Skill (i.e. Pickpocket, Goon, etc.)
Though not strictly criminals, Fences often deal with goods that they are better off not asking about the origin of. Nevertheless, they know how to appraise the value of the goods that come their way, and how to get the best deal for them.
Forgers are always handy for getting through a checkpoint, or pretending to have official permission. Their exceptional penmanship and knowledge of the laws they're breaking allow a Forger to create documents that say whatever they want, but look official.
A Street Rat has got the means and the nous to survive in a hostile urban environment. Having grown up in such a place, they know how to get around a city, how to spot the people who run a given part of town, and how to play nice with them and survive.
No ship sails without someone who knows how to lead and guide its crew. The Captain is the one who handles the management of the ship, both in terms of guiding the crew in both day-to-day work and combat situations, and in dealing with the authorities.
NOTE: If your character takes the Captain Skill, you will need to explain in their backstory either how they lost their ship (Journeyman), or which Captain they were apprenticed under (Apprentice).
A Captain keeps the ship organised; Sailors keep it running. With detailed knowledge of the operation of ships including rigging, knotwork and navigation, a Sailor can always find work to do on deck, and uses their dexterity and climbing skills to get the job done.
More specialised in their tasks than a Sailor, a Whaler's job is to operate the harpoons and score the crew meals on the open sea. In order to successfully hunt big or small fish, the Whaler must have good balance, and just as much skill in knotwork as their co-workers.
An entertainer who uses their grace and dexterity to delight. An Acrobat may be skilled in things like walking a tightrope, tumbling, maintaining their balance, contortion or juggling. Acrobats tend to have high dexterity and rarely fumble.
A creator of beauty, in one of its many forms. Artists make their living by the practice of their art, often under the protection of a patron. Their work is in a variety of mediums, such as musical performance, composing, sculpting, singing, writing, poetry, and painting.
NOTE: You will need to specify a medium your character works in when you select this Skill.
Whether you believe that they can read your palm and tell your future or not, you can't deny that a Fortune Teller knows how to sell a story. They are learned in the ways of the occult, and their various fortune-telling methods seem to always point people in a useful direction.
Performers are trained to tell stories, evoke emotions, and occasionally titillate an audience. Performers are trained in fields such as acting, mime, oratory, or dance, and will often develop a keen sensitivity to emotional or physical cues in others.
NOTE: You will need to specify a performance type when you select this Skill.
As their name implies, Bodyguards are all about protection. They know how to get between their client and an attack, and how to take the hit. Part of how they achieve such protection is by staying out of sight until they are needed.
The strategical and tactical core of a military force. A Commander's role is in inspiring the troops, and directing their efforts to the best possible effect. While they have martial prowess of their own, they're more useful when controlling the overall flow of battle.
The job of a Sentry is to guard a gate or door and to keep an eye on those who wish to pass through. As such, Sentries are highly perceptive and are also trained in fighting defensively in order to stand their ground and protect a location.
Sometimes you have to play dirty to win. A Waylayer is someone who has developed skills in taking foes by surprise. They can prepare ambushes, perform sneak attacks, and have developed non-lethal means of incapacitating enemies.
Unarmed Combat Skills
The genteel rules of civilised society don't always work. That's where the Dirty Fighter comes in. They know how to improvise a weapon out of materials around them, and will go for the unexpected and unsportsmanlike blow to gain an advantage.
A person of good standing must at times defend themselves from ruffians. A Pugilist excels at this, having trained in the arts of swift footwork and hand-to-hand fighting. They tend to focus on evading their foe's strikes, and then delivering a closed fist to finish the matter.
Wrestlers often find work as entertainment for the common folk of many countries, but that doesn't mean their martial prowess isn't formidable. A skilled Wrestler can get in past an opponent's weapon, and grapple them into submission.
Melee Weapon Skills
Users of a Hand Axe will often have developed a martial skill as a side-effect of using their axe as a practical tool for things like wood chopping or other farm work. Smaller Hand Axes are often designed to be thrown so that the user can also attack from a distance.
While modern swordplay relies on smaller, faster designs there are still those who make use of the bigger and heavier blades or other large weapons. Those trained in Heavy Weapons are familiar with two-handed weapons such as greatswords and warhammers.
Small and often regarded as less threatening than a sword, the Knife is a fairly common item in Théah. In the right hands it can become an extremely useful weapon thanks to its light weight and the ease with which it can be concealed.
A unique weapon of the Eisen, a Panzerhand is a heavy iron glove worn on the user's off hand that is primarily used for grabbing weapons and pulling them out of the grip of opponents. The Panzerhand also delivers quite a powerful blow on its own.
With the advent of Firearms, Polearms such as pikes and halberds have also returned to prominence as the allow armies to keep the enemy at bay while the musketeers reload. Polearms require both hands to use, and are a liability in close combat.
A two-handed weapon that can easily by mistaken for a walking stick, the Staff cannot cut like a blade but can still deliver powerful blows. Proper use of a Staff requires both hands, and while the weapon can be easily damaged it is also very easily replaced.
The contemporary arts of the Sword focus on lighter blades like the rapier, foil, smallsword and epee. There are a variety of Swordsman schools across Théah that specialise in a particular blade and a particular style of use.
A simple weapon made from cheap materials like leather, a Whip is not only an effective way to strike your opponent but is also useful in controlling animals and knocking objects out of the path of the user. It's said some Whip users can even use it to swing across chasms.
Ranged Weapon Skills
An unusual weapon not often used in western Théah, but highly effective as an easily-concealed means for poisoning an enemy. Due to its rarity, Blowpipe users often know how to make their own ammunition.
Bow and Arrow
Equally at home on the battlefield or hunting, those trained in the use of a Bow and Arrow will find their accuracy and their effectiveness at a distance in high demand. In order to ensure accuracy, most users have learned how to craft arrows.
Though slower to reload than the Bow and Arrow, a Crossbow attracts less attention due to its small size, and it’s much easier to operate as it does not require much muscular strength. As with most users of ranged weapons, Crossbow users can craft their own bolts.
The number of people using this new technology is growing rapidly, and for good reason. Using a pistol or a musket is even easier than using a crossbow, even with the low accuracy of these weapons and the issue that Firearms users aren't able to easily craft new bullets.
Perhaps the most primitive of weapons, a Sling is nevertheless an effective weapon at range, and the easiest weapon to conceal. Due to its simplicity, suitable ammunition for a Sling can be found almost anywhere the user goes – they just need a good rock.
Defensive Equipment Skills
A small and lightweight shield designed to be held in one hand while the other wields a sword. A Buckler can also be used as a bashing weapon against an enemy, but its small size means it the user must be precise with where they block.
A leather Cloak is far more than a decorative garment for one trained in its use for combat. By moving carefully, a Cloak can be positioned to catch an opponent's weapon as a Shield or Buckler would, and with skill a user can even entangle their opponent.
Larger and usually made of heavier materials than a Buckler, a Shield is very effective at protecting its bearer from attacks. While it can also be used as a bashing weapon, its size and weight means it is slower and harder to move in close combat.