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Title: Mariachi Swordsman School?
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Harliquinn
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(Date Posted:02/21/2010 19:18)
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I haven't been around here in a while, but I was wondering if anyone knew of a homebrew swordsman school that mixes guitar playing (musician or performer) with dirty fighting? Something that El Mariachi might use in combination with playing a guitar, using it as a weapon, dancing as defense, etc.

Thanks!
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Re:Mariachi Swordsman School?
(Date Posted:02/22/2010 15:33)

Never heard of one, sorry, Harliquinn.  But if you have some ideas, drop on by and let us have a gander!

Mark
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Re:Mariachi Swordsman School?
(Date Posted:02/23/2010 08:06)

I've searched everything I have from the old forum and couldn't find anything either. The closest I could find is a sword fighting style called "Sarrack", a Ussurian sword style that incorporates a type of "dance" into the fighting style. I've posted it below so that you can view it, and maybe come up with some improvised weapon style based off of it, or as Mark mentioned, create your own style from scratch.

Sarrack
Country of Origin:   Ussura
Description:   Sarrack, or ‘Graceful Edge’, is not widely taught due to the need for the student to be rather more graceful and athletic than the average Ussuran. The students are required to have the grace and poise of a ballet dancer, along with the musculature and passion of a Cossack.
The student is taught to fight with two long double-edged knives, known as Kynacs. These piercing blades are wielded as a pair, neither being reduced to a parrying blade over the other, as such the student has an advantage over every other fighting style; it’s ability to adapt and conquer. Much like the Ussurans themselves.

The second aspect is the dance which accompanies this style. It is formed of graceful, darting leaps and bounds. The student whirls in a fast confusing arc about his opponent, slashing forward at the crescendo of the piece in a deadly finale.
The disadvantage being that this style relies heavily on the poise and finesse of the student, if this is broken or ignored and crass, brute strength brought to bear then the student loses all composure and is open to severe and often blunt injury.
 
Basic Curriculum:   Knife, Athletics
Swordsman Knacks:   Disarm, Double Parry, Lunge, Exploit Weakness (Sarrack)

Apprentice:   Learning this style allows the student to fight equally well not only with his left and right hand, but also against left- or right-handed opponents. This negates both the off-hand penalty and the bonus opponents may gain from fighting using a left-handed style.

Journeyman:   After years of discipline and practice the student is able to leap about their opponent at will and easily flank them for a position. Spend a Drama Dice & Roll your Finesse Vs. Opponents Wits, then gain a Free Raise on your attack knack for each rank you have in Dancing.
 
Master:   As the student masters this style, he realises that it is the overall impact of the fight that matters rather than each individual step. Spend 1 Drama Dice. You may forgo each of your Action Dice and put them aside. In phase 10 you automatically gain an attack action (usually taken with the Lunge knack), gain 1 Free Raise for each Action Die put aside this Round, if you hit gain 1 Kept Dice of Damage for each Action Dice put aside. The Action Dice put aside can be used either to gain a Free Raise or to add Kept Dice for damage, i.e. they form a pool.

E.g. you act in 2,4, 7 & 9 and choose to put aside all 4 Action Dice. In phase 10 make a Lunge knack attack and you decide to add 2 Free Raises for two of the Action Dice, if you hit then add 2 Kept Dice of Damage, plus 2 Unkept from the Lunge to you Damage Roll. Painful, eh?
 

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Re:Mariachi Swordsman School?
(Date Posted:02/23/2010 08:24)

 I remember my late ex-GM siccing a troupe of Mariachi assassins on one of the trouble players once.  They had swords /long knives hidden in their guitars (pull out the neck and there was the blade).
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Re:Mariachi Swordsman School?
(Date Posted:02/27/2010 08:29)

You've really gotten yourself into a bind by doing it the way you did.  Giving Dirty Fighting does not give them the ability to use any of the swordsman knacks you've suggested (and unless the player wants to pay the hefty fine for getting advanced knacks at character generation, the school fails right from the get go.)

But let's try this.  Go with your first instinct (Artist (Musician) which is a basic knack of the Artist skill).  Then make the Mastery level abilitys allow for more creative use of the skill.  Something like, "Apprentice - the Mariachi Swordsman may substitute his rank in Artist (Musician) for a parry roll when she has a musical instrument available, Journeyman - Mariachi Swordsman may substitute his rank in Artist (Musician) for any attack roll when she has a musical instrument available, etc." 

Then, instead of giving the swordsman the ability to keep the weapon/musical instrument from breaking (which seems a bit odd to me) let's make the instrument itself special.  I was thinking something akin to the Montaigne Puzzle Swords, hidden weapons, reinforced guitar necks (for parrying), reinforced bodys (for shielding/bullet proof), hidden pistol (which could either be a hidden compartment that contains a gun or that the gun is part of the instrument), bow and arrow combo (use the strings as the bow, the bow (heh) as the arrow) hidden swords/knives.  Could also add in spy equipment, smoke clouds, telescopes, have lots of fun with it.

Mark

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RE:Mariachi Swordsman School?
(Date Posted:03/01/2010 14:24)

My first thought on this was how cool would it be to see somebody with a swordcane in the neck of a guitar. 

It is a question, however, of if you are thinking hidden swords and spring loaded knife blades or a hidden blunderbuss in the body.  The school won't do both, you can't do justice to both. 

if it's a swordcane type thing, offer fencing and musician (intentionally limited but considered a basic knack) as your curriculum.

knacks: double parry (cane and improvised weapon/instrument), tagging, feint (it's about speed and misdirection, not clobbering) and exploit. 

apprentice: allow use of musician knacks to REPLACE improvised weapon parry knacks when using an instrument.  gains an instrument with one modification.

journeyman: allow use of musician to replace improvised weapon attack. allows for two modifications. gain +1 musician rank (max now 6)

master: You get up to three modifications to the weapon and a free raise to actions made with the instrument. 

master may need another boost. 


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RE:Mariachi Swordsman School?
(Date Posted:03/05/2010 06:54)

Thanks for the greatfeedback. I think you are both on to a truer realization of what I had intended, so I appreciate that. I'm going to give it some more thought with your suggestions in mind. Especially the "Castillian Puzzle Instrument" idea, that was something I was going to do 'on the side' for this character anyways but building it into the school makes more sense. It also makes the school a little more about 'intrigue and infiltrating' than combat, which is great.

I also think the method of "substitute your Artist (Musician) for other skills" really aligns well with how I see the character being played. Okay this weekend I'm going to work up some more details and backstory and post! Thanks again everyone.

By the way, we just started playing 7th Sea again so I'm really having a ball. I miss the system but we were heavily into other games for a while.
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Re:Mariachi Swordsman School?
(Date Posted:03/06/2010 14:47)

El Canto Final

Country of Origin: Castille

Description: Castillian musicians are among the most skilled and traveled in the world. Because they are often invited to perform for nobles, dignitaries, and private parties, many Castillian musicians have been approached with clandestine requests - deliver a secret correspondence, make contact with a reclusive contact, steal a heavily guarded heirloom. Over the years, many of these musicians were not only entertaining, but also serving as couriers, spies, go betweens, and thieves. They would find themselves in dangerous situations with little to rely on but their wits and items at hand; they needed further training and equipment to protect themselves. While no one is sure when El Canto Final school was officially formed, rumors abound that when Cirro Molejo de Velasquez founded El Conservatorio Mariachi in La Reina del Mar he taught the school's most promising musicians. El Canto Final translates to "The Silent Song" and embodies the essence of the school in teaching its students not only skills to be excellent performers but to accomplish covert missions while doing so.

Since the invasion by Montaigne, El Conservatorio has been closed, but the lessons of El Canto Final are still passed on from Master to Apprentice in many parts of Castille. Students are encouraged to learn skills such as Spy, Courtier, Performing, and Streetwise in order to increase their chances at succeeding in their shadowy activities. It is not unusual for students of El Canto Final to be hired by all nationalities, though many ply their trade in an effort to free Castille from the Montaigne. Mariachero, as they often call one another, have been known to work with Los Vagos and the Invisible College, as these two groups often share the same goals and methods. The school teaches students the concept of the Tempos, increasingly rapid ways to weave their musical skills with improvised combat.

The primary strength of El Canto Final is the element of surprise that the mariachero have, for few expect a street musician or invited performer to be a spy, courier, or negotiator. Given these other roles, mariachero use showy tactics with whatever is on hand - usually their instruments - in defense and attacks during combat. Through their contacts in the Invisible College and school ingenuity, they have even taken to modifying their instruments with weapons, secret compartments, or diversionary objects.

However, students of El Canto Final are rarely heavily armed and are a severe disadvantage when facing opponents with heavy weapons or pistols. In their attempts to be flashy, the often forget the lethality of these attacks.

Students of El Canto Final School do not automatically gain membership in the Swordsman’s Guild. Instead, they gain a Rank in Attack (Improvised Weapon) for free.

Basic Curriculum: Artist (Musician), Dirty Fighting

Swordsman Knacks: Two-Handed Parry (Improvised Weapon), Feint (Improvised Weapon), Tagging (Improvised Weapon), Exploit Weakness (Canto Final)

Apprentice: Apprentices of El Canto Final school have mastered the Andante Tempo and are trained in avoiding attacks while performing. While you are holding an instrument, you may add your Rank in the Musician Knack to your TN to be hit calculated from any Parry Knacks. You also add this Rank to your Active Defense Rolls with any Parry Knack. Gain two appropriate Level 1 modifications to an instrument of your choice.

Journeyman: Once she has mastered the Allegro Tempo, the Journeyman combines her performing and fighting into a singular style. While you are holding an instrument, you may add your Rank in the Musician Knack to any Dirty Fighting Attack Rolls. You are an exceptionally gifted musician and receive one Free Rank in a Musician Knack of your choice upon becoming a Master. This may increase your Rank to a 6. If it does not, you can later increase your Musician Knack up to a 6 by paying 25 XP for the increase from a 5 to a 6. Gain one appropriate Level 2 or lower modification to an instrument of your choice.

Master: After learning the Presto Tempo, Masters of El Canto Final have honed their musical fighting skills to perfection. A Master may accomplish more with her musical and fighting techniques than anyone else. Gain a Free Raise with all actions used with your Instrument. In addition, your opponent's Wits is considered 1 less when you use your Feint ability. Gain one appropriate Level 3 or lower modification to an instrument of your choice.

New Knack

Two-Handed Parry: A two-handed parry is made with both hands on your weapon, using it as a barrier against the attack. Your off-hand must be free to grasp your weapon properly. You may declare that you are using this Knack instead of an ordinary Parry as an Active Defense. Success grants one Drama Die, which can be used for a number of Phases equal to your Rank with this maneuver. In any event, if you do not use the Drama Die by the end of the Round, you lose it.



(Message edited by Harliquinn On 03/13/2010 14:25)
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RE:Mariachi Swordsman School?
(Date Posted:03/08/2010 21:58)

Artisan Modifications

Automatic Tuning (All): This instrument always plays with perfect pitch or tone. It never needs tuned, adjusted, or otherwise maintained for normal performance, though it may still age or break. This instrument is also constructed to never go off key.

Break Resistant (All): The instrument has had its weak spots reinforced for combat. This instrument is treated as made of metal for the purposes of breaking due to use as an Improvised Weapon.

Comfortable Grip (All): The instrument has handgrips that enable the performer to maintain their hold on the instrument even in combat. You receive a Free Raise against Disarm attacks made with melee weapons.

Form Fitting (All): The instrument's body is constructed to conform perfectly to the player's hand and body positions. The player always adds +5 to his Initiative Total when holding the instrument.

Locking Case (All): There is a small catch on the instrument's case that prevents the case from opening unless a hidden latch is released in the handle. The case cannot be opened with less than a Brawn of 5, which breaks the case as it is forced open.

Locksmith's Filigree (All): Embedded within the keys, decorations, or body of the instrument are a set of high-quality stylized lockpicks, requiring a Wits Check against TN 40 to identify. These lockpicks are of such quality that they give the user a Free Raise when using his Lockpicking Knack.

Obfuscating Lines (All): The instrument has been constructed with wide curves and extra large protrusions in order to provide cover for small hand motions. When playing the instrument, you receive one Free Raise to Prestidigitation Checks for small items.

Reinforced Body (All): Sturdy materials have been used in the construction of the instrument. If the instrument is in hand, it increases the player's Active Defense by 2 when used to Parry. In addition, the instrument adds +2 to the TN for any attempts to break or destroy it.

Retractable Blade (All): A small dagger blade extends from a secret sheath when a hidden catch is pushed. Another push causes the blade to retract into the sheath. This allows the player to use an Attack (Improvised Weapon) Knack to make an attack with the small blade, inflicting 1k1 damage when it hits. The blade can be found only by rolling a Wits Check against a TN of 30.

Secret Compartment (All): A tiny secret compartment is concealed in a non-critical part of the instrument, such as the neck, body, or frame. Messages, jewels, and other small but useful objects may be completely concealed inside this compartment, which can be found only by rolling a Wits Check against a TN of 40.

Sharpened Lines (All): The edges, corners, and decorations on the instrument are sharper than normal or have points. Anyone attempting to play the instrument for the first time without studying it for 5 Actions will receive a 1k1 Wound each round of playing. In addition, any attempts to Bind or Disarm the instrument with a bare hand attack cause a 1k1 Wound to the attacker.

Smuggler's Storage (All): The case for this instrument is larger than necessary for it contains a concealed storage area. Small weapons, documents, or other hand held items may be stored in the case and remain undetected. This storage compartment gives a Free Raise to any Conceal Checks for items in the hidden compartment.

Streamlined Form (All): This instrument's shape has been designed to be compact and aerodynamic. Add +5 to the Range of any Throw Knack using this instrument.

Tarnish Proof (All): The instrument is immune to the effects of age and weather. It does not rust, tarnish, or otherwise corrode.

Unusual Design (All): The design of the instrument is unusual in shape, construction or materials, which gives the player an edge when using it as an improvised weapon. In combat, add 5 to the TN of anyone Actively Defending against an attack from the instrument.

Vivid Decoration (All): The instrument is decorated with colorful artwork, reflective materials, polished wood, or other adornments. These provide some augmentation to performances or conversations. The instrument increases Charm Repartee rolls and Dancing, Diplomacy, Oratory, Seduction, and Singing Checks by 1.

Weighted Construction (All): The instrument's body is made with such dense materials that it increases the damage rolls of anyone wielding it as an improvised weapon by 1.

Well Tuned (All): This instrument is tuned to perfection such that it increases Musician (instrument) Checks of anyone playing it by 2.

Virtuoso Modifications

Blow Gun (Brass, Wind): A hidden tube inside the instrument contains a small dart which may be used like a blow gun by the performer. The player can blow the dart out of the bell up to 5 yards with one Action. This requires a successful Attack (Blowpipe) roll with three Raises. Deadly poisons or knock-out drops are typically smeared on the dart. If the dart is lost, a skilled Blacksmith (Rank 4+ in the Knack) is required to replace it as a cost of 10G. When the dart is missing from the instrument, it is off key. Poison must be reapplied to the dart after each use.

Blinding Spray (Brass, Wind): The instrument has a small reservoir of liquid that can be blown into an opponent's face by blowing into a separate tube or reed. This requires a successful Attack (Dirty Fighting) Roll with two Raises. Instead of suffering any damage, the victim is blinded (as if in Total Darkness) until the liquid is washed out of their eyes or one hour has passed, whichever comes first. The instrument holds enough liquid for only one use, and takes 5 Actions to refill (using water and herbs available for 50c). When the instrument's reservoir is empty, it is off key.

Bullet proof (Percussion, Stringed): The body of your instrument has been reinforced with metal or petrified wood, giving it an almost impenetrable barrier against pistol or musket attacks. First, you may use your Parry (Improvised Weapon) as your Passive Defense against pistol and musket Attacks as long as you are playing or holding the instrument. You may make an Active Defense using Parry (Improvised Weapon) against a pistol or musket shot with two Raises. If you succeed, the Damage is negated, but the structural integrity of the instrument is weakened and must be repaired by a skilled Carpenter or Blacksmith (Rank 4+ in the Knack) at a cost of 10G before it can be used as a Passive or Active Defense again. Until it is repaired, the instrument is off key.

Collapsable Lenses (Brass, Wind): A set of lenses have been hidden into part of the body or tubing of this instrument, allowing the player to see great distances or examine minute details. By manipulating keys or latches, the lenses can be configured to produce telescopic or magnifying vision for the player. When used as a telescope, the device gives a Free Raise on Astronomy, Navigation, and Perception checks made at a distance while using the telescope. When used as a magnifying glass, the device gives a Free Raise to Appraising, Forgery, and Tinker,

Detachable Garotte (Percussion, Stringed): The instrument has a detachable string or cord that is actually a deadly garotte. It requires one Action to detach the garotte and make the attack. With a successful Grapple Attack from the rear, the victim cannot make a sound and begins to suffocate (use the Drowning rules). Due to the surprise of this attack, the target may not use any Active Defense. The victim is considered to be Grappled and can attempt to break free normally. It requires a Blacksmith, Jeweler, Metalsmith, or Tinker (Rank 4+ in the Knack) to replace the garotte as a functioning string. While the garotte is detached, the instrument is off key.

Flaming Spray (Brass, Percussion, Stringed): When the a concealed button or key is pressed and the instrument is played in the right way, the instrument sprays oil from an end and ignites it with a built-in flint. This results in a two-foot arc of flame extending from the edge of the instrument. The arc can be avoided by its target with a Finesse + Rolling check against a TN 20, requiring no Action. Failure results in two dice of fire damage and my be set on fire. The instrument holds enough oil for one use, and must be refilled afterward, take 25 Actions. When it is empty, the instrument is off key.

Flash Powder (Percussion, Stringed): When the instrument is played in a special way and a hidden release is pressed, a spray of flash powder is released and ignited by a built-in flint. This powder causes a bright flash of light around the performer affects anyone within 10 feet looking at the player at the time. The flash can be avoided by a target with a Wits check against a TN 20, requiring no Action. Failure results in the victim being blinded for 10 Actions as his eyes adjust. The instrument holds enough powder for only one use, and takes 10 Actions to refill (using common herbs for 50c). When the instrument's reservoir is empty, it is off key.

Grappling Gun (Brass, Percussion, Stringed): The neck, body, or tubing of the instrument has a grappling gun built into it. It has 20 feet of strong cord in it, and takes 10 Actions to rewind. The player must make a successful Attack (Firearms) Check to secure the grappling hook to an object. If used as an instrument or weapon while the cord is unwound, the instrument is off key.

Miniature Bow (Stringed): One of the instrument's strings is made from heavier material and firmly attached to the body. A small arrow also hidden on the instrument may be fired up to 20 yards using that particular string. Drawing the arrow and firing requires one Action and a successful Attack (Bow) Roll with two Raises. Deadly poisons or knock-out drops are typically smeared on the arrow. If the arrow is lost, a skilled Fletcher (Rank 4+ in the Knack) is required to replace it as a cost of 10G. When the arrow is missing, the instrument is off key. Poison must be reapplied to the arrow after each use.

Oil Spout (Brass, Stringed, Wind): A small reservoir of slippery oil is stored in the instrument and may be released with the release of a catch, key, or valve. As an Action, you may release the oil to fill a 10' radius area of the ground. The oil lasts for the rest of the scene and anyone moving through the area must make a Finesse + Balance check against a TN 25, or else fall Prone in the area. It takes on Action to stand up. Anyone in the area can use one Action to do nothing but move slowly out of the area. Doing anything else requires another Finesse + Balance check against the same TN. The instrument holds enough for one use and must afterward be refilled, taking 20 Actions. When it is empty, the instrument is off key.

Pistol Grip (Brass, Stringed, Wind): There is a single-shot pistol concealed pistol built into the neck, body, or tubing of the instrument, which can be fired by depressing a hidden catch. It takes one Action to fire the pistol and requires a successful Attack (Firearms) with one Raise in order to hit. It takes 20 Actions to reload the pistol. While the pistol is unloaded, the instrument is off key.

Poison Reservoir (Brass, Stringed, Wind): There is a small watertight compartment inside the instrument's neck, tubing, or body. When a certain decoration, key, or valve is twisted on the instrument, it opens up this compartment, allowing whatever is inside to flow out. A Prestidigitation or Conceal Check may be made for this to go unnoticed. This takes one Action. Typically deadly poisons or knock-out drops are placed in the reservoir. The instrument holds enough for one use and must afterward be refilled, taking 25 Actions. When it is empty, the instrument is off key.

Ricochet Riposte (Percussion): The material of this instrument is taut and sturdy, allowing some attacks to be reflected back on the attacker. This requires that you put your instrument in the way of an attack made with a melee weapon. You must attempt an Active Defense against the incoming Attack using Parry (Improvised Weapon). If the Active Defense is successful, the attacker takes one-half the damage (rounded down) that they would have otherwise done to you. Roll a Die after this. On an even roll, your instrument is damaged and must be repaired by a skilled Tinkerer, Blacksmith, or Carpenter (Rank 4+ in the Knack) taking 20 Actions and costing 10G in materials. While damaged, the instrument is off key and cannot be used to Riposte.

Smoke Cloud (Percussion, Stringed): The instrument can spray smoke in a 10' radiu when a particular peg is twisted or specific area on the body is struck with force. This plunges the area into total darkness for 10 Phases. The instrument contains enough smoke for one use, then must be refilled with a mixture of oil and common herbs (costing 1G) using 5 Actions. When the reservoir is empty, the instrument is off key.

Trapped (All): A poisoned needle jabs into the base of the player's palm one Phase after picking up and playing the instrument unless a hidden latch is released. The poison may be either arsenic or knock-out drops, at the owner's option. Heavy gloves, gauntlets, or a panzerhand on the player's instrument hand will defeat this security measure. The poison reservoir must be refilled after each use, but is not large enough to affect the instrument's tuning.

Maestro Modifications

Alacrity of the Haboob (Bone, Fiber, Metal): This instrument or significant pieces of it was crafted by the manipulation of the sands by one of the legendary rimâl of Yilan-bazlik tribe of the Crescent Empire. While being played in a rousing or upbeat manner, small sand clouds appear to coalesce around the instrument during the performance. Once per Act, the performer may call upon the velocity of the desert sands to hasten his speed in combat. You must play the instrument for one Action and then focus upon yourself, making a Roll of your Finesse + Musician versus a TN 25. If you succeed, you gain an additional Action Die (rolled as normal) to use before the end of your next Round. For every two Raises you get on the initial roll, you gain one additional Action Dice (rolled as normal) to use before the end of your next Round. If the Phase rolled is lower than the current Phase, that Die is considered held.

Blaze of the Forge (Metal): The metal of this instrument has been perpared within one of the forges of La Sierra de Hierro in Gallegos Castille, said to be the home of the last surviving practitioners of El Fuego Adentro. The metal is always warm to the touch and occasionally sparks can be seen when the instrument is played. Once per Act, the performer may draw upon the forge's fires to cause nearby metal to burn. You must play the instrument for one Action and then focus upon a metal object within 20 yards, making a Roll of your Brawn + Musician versus a TN 25. If you succeed, the item instantly becomes painfully hot to the touch and takes on the reddish glow of the forge for 1 Round plus an additional Round for every Raise on the roll. Unattended objects merely glow, though they may set adjacent flammable objects on fire at the GM's discretion. If an affected weapon is being wielded, the wielder must make an immediate Resolve + Attack Roll to keep hold of the weapon. If successful, the wielder can maintain their hold but suffer 1k1 Fire damage each Round for the duration. If an affected armor is being worn, the wearer takes no damage the first Round but notices the heat. For the remaining duration, the wearer takes 1k1 Fire damage each Round or until the armor is removed (doing 1k1 Fire damage to anyone assisting with the armor).

Blessing of the Prophets (Bone, Ceramic, Fiber, Metal, Wood): Materials in the construction of this instrument have been blessed by one of the Prophets. The instrument plays as normal, but there always seems to be an unearthly quality about the music. Once per Act, the performer may call upon the faith of the Prophets to heal herself or another of wounds. You must play the instrument for one Action and then focus upon yourself or a target of your choosing, making a Roll of your Panache + Musician versus a TN of 10 times the number of Dramatic Wounds the target has. If you succeed, the target is healed of one Dramatic Wound plus one Dramatic Wound for every 2 Raises on the Roll. The wounds look just as bad as ever, but the bleeding slows to a stop and the target is no longer impeded by them.

Chill of the Azov (Ceramic, Metal, Wood): The wood or ceramic of this instrument has been crafted from the wood or earth of the Azov Forest in Ussura, said to the be the home of Matushka. The instrument is always cool to the touch and some report hearing the sound of wind coming from the silent instrument. Once per Act, the performer may call upon the spirits of winter to chill the very soul of a target. You must play the instrument for one Action and then focus upon the target, who must be able to hear the instrument. Make a Roll of your Finesse + Musician versus a TN equal to your target's Resolve x 5. If you succeed, a chill wind races towards your target, chilling their bones and slowing their movements for a time. The target receives a 2k2 Wound as if from Cold Weather exposure and suffers a penalty of -1 Die to all Finesse and Brawn based Knack Rolls for 5 Phases.

Depths of the Vigil (Bone, Shell, Wood): This instrument is partially constructed from materials or creature remains of Lake Vigil in Ussura, a legendary inhospitable lake said to be the home of monsters of nightmare. The instrument itself is cool to the touch and when being played is often said to be in motion in the performer's grasp. Once per Act, the performer may draw upon the legends of the lake to aid her in traveling within water or holding her breath. You must play the instrument for one Action and then focus upon yourself, makinga Roll of your Wits + Musician versus a TN of 25. If you succeed, your lungs expand in capacity and your Resolve is doubled for the purposes of holding your breath. You may hold your breath for one additional round for every Raise you got on the Roll. If you start taking damage, you lose the benefit of the extra Resolve but you may spend one Drama Die each round to avoid losing a Rank of Resolve.

Dreams of Bryn Bresail (Fiber, Wood): This instrument has been constructed of wood from the forest of a ramh-righinn (dryad) from Bryn Bresail or locks of hair from a dryad. The wood or fiber is smooth to the touch and is reported to be soothing to anyone making contact with it for a period of time. Once per Act, the performer may call upon the spirits of the wood to put a target into an enchanted sleep. You must play the instrument for one Action and then focus upon the target, who must be able to hear the instrument. Make a Roll of your Panache + Musician versus a TN equal to your target's Resolve x 5. If you succeed, the target instantly falls into a slumber from which he may be awakened normally.

Fortunes of the Fates (Bone, Ceramic, Fiber, Metal): This instrument is decorated with bones, coins, cards or other trappings of a fortune teller, perhaps even once used by a Fate Witch of Vodacce. These decorations appear normal, though some musicians have reported having strange dreams after particularly good or poor performances. Once per Act, the performer may tug the strands of fate to cause misfortune for others or give herself a bout of good fortune. You must play the instrument for one Action and then focus upon yourself or a target of your choice. If you focus upon yourself, you make a Roll of your Panache + Musician versus a TN of 25. If you succeed, you may roll twice and take the best result for any Attack or Knack Roll before the end of your next turn. For every Raise on the Panache + Musician roll, you gain one Drama Die that you can add to either roll. If you focus upon someone else, you make a Roll of your Panache + Musician versus a TN equal to your target's Wits x 5. If you succeed, the target must roll twice and take the worst result for any Attack or Knack roll of your choosing before the end of your next turn. For every Raise on the Panache + Musician roll, you give the target a -5 penalty to one roll of your choice before you know the results.

Passages of Blood (Bone, Fiber, Wood): The material used in the construction of his instrument has been touched or tained by the blood of a Porté sorcerer. The color of the materials is a deep blood red and feels slightly wet to the touch when played. Once per Act, the performer may call upon the power of the blood to move through space as if by sorcery. You must play the instrument for one Action and then focus upon the location to which you wish to move, which must be within 50 yards and line of sight. You make a Roll of your Wits + Musician versus a TN of 25. If you succeed, you are instantly transported to the location you desired, leaving behind a shimmering portal of blood that is partially visible for one Phase. You may make this roll as an Active Defense to avoid an attack.

Presence of the Courts (Ceramic, Fiber, Metal, Wood): Constructed from materials used in the building of the Château du Soleil in Charouse, Montaigne, this instrument feels more at home in a palace or court than in a bar or tavern. The instrument plays normally, but when in the presence of higher class listeners, the echoes of voices can sometimes be heard in the melody. Once per Act, the performer may call upon the memories of court to give his words more merit. You must play the instrument for one Action and then focus upon your goal, making a Roll of your Wits + Musician versus a TN of 25. If you succeed, you gain one Reputation Die plus an additional Reputation Die for every Raise on the roll. These Reputation Dice last until the end of the next Round and may combined with or spent like normal Reputation Diceon any social check made before they expire.

Prosperity of the Guilds (Ceramic, Metal): The decorations and filligree on this instrument come from the Hjalmarr Mountains near Thrandarness, where many die from the toil of working the mines to bring wealth to others. The instrument is beautifully crafted and the precious metals or porcelain adornments can mezmorize even the staunchest critic. One per Act, the performer may draw upon this boon to influence a commerce related undertaking. You must play the instrument for one Action and then focus upon yourself, making a Roll of your Wits + Musician versus a TN of 25. If you succeed, you may add one Free Raise to one Knack Roll of your choice made within the Artist, Criminal, Fence or Merchant Skills before the end of the current Scene. You gain an additional Free Raise to your Roll of choice for every 2 Raises you received on your Wits + Musician Roll. You may choose to use the Free Raises after seeing the result of the Roll.

Ruin of the Great Game (Bone, Metal, Wood): This instrument has components that were crafted from the bones, ore, or wood of the Mantua region of Vodacce, where the last of the Bianco line of is said to deal with dark powers. The instrument itself plays normally, but whenever a dirge or haunting melody is played, it seems to shimmer with a dark aura. Once per Act, the performer may draw the darkness of the Bianco line through his music to curse a target with the effects of old age. You must play the instrument for one Action and then focus your will upon your target, making a a Roll of your Wits + Musician versus a TN equal to your target's Brawn x 5. If you succeed, the target is suddenly afflicted by old age, resulting in a stooped posture, arthritis, and muscle loss. This gives the victim a penalty of -2 Trait Dice to any Martial Knack for 10 Phases.

Scales of the Drachen (Ceramic, Metal, Wood): A piece of this instrument has been crafted using the scale of a drachen from the wilds of Eisen. The material is often very hard and ridged with contours, having a dark russet color. Once per Act, the performer may call upon the drachen's toughness to turn aside attacks made against her. You must play the instrument for one Action and then focus upon yourself, making a Roll of your Resolve + Musician versus a TN 25. If you succeed, your skin toughens and you gain an Armor Value of 10 for 10 Phases, giving all Attacks against you a +5 to the TN and reducing damage by 1 Kept Die for the duration.

Shadows of the Schwartzen Walden (Bone, Wood): The material of this instrument has been crafted from the trees or corpses of the Schwartzen Walden in Eisen, and is tainted by its darkness. This wood is dark in color, with what appear to be shadows moving along the surface when the lights are dim. Once per Act, the performer may call upon the power of the Schattenmann to cause fear in a victim. You must play the instrument for one Action and then focus upon the target, who must be able to hear the instrument. Make a Roll of your Wits + Musician versus a TN equal to your target's Resolve x 5. If you succeed, the target becomes affected by Fear for 10 Phases or until he can no longer hear the instrument, whichever comes first. The instrument is considered to have a Fear Rating of 3.

Songs of the Seven Seas (Bone, Ceramic, Fiber, Shell, Metal, Wood): A part of this instrument has been fashioned from the remains of a derelict ship salvaged from one of the seas of Théah. The instrument appears and performs as normal, but the music has been rumored to create a longing for the open water. Once per Act, the performer may draw upon the many cultures that roam the seas in order to understand a language of their choice for a short time while being less susceptible to the effects of drinking. You must play the Instrument for one Action and then focus upon yourself, making a Roll of your Wits + Musician versus a TN of 25. If you succeed, you may choose one Language and gain the ability to speak it as if you had the Language Advantage until the end of the scene. You may not use a regional accent or dialect. In addition, you gain a Free Raise on all Brawn checks made as part of an Inebriation check.

Strength of the Black Mountains (Ceramic, Metal): The pieces of ceramic or metal on this instrument have been mined from the Black Mountains of Avalon, where beasts and other creatures are said to dwell. The metal or ceramic texture of the instrument is at once warm to the touch and rough like sandpaper. Once per Act, the performer may call upon the strength of the Black Mountains to empower himself with great strength. You must play the instrument for one Action and then focus upon yourself, making a Roll of your Resolve + Musician versus a TN 20. If you succeed, add 1 to your Brawn for one Damage Roll, Wound Check, or Contested Roll (such as a use of the Disarm Knack) you make before the end of the next Round. You may add an additional 1 to your Brawn for this roll for every Raise you made on the Check.

Touch of the Skjæren (Bone, Ceramic, Metal, Wood): The instrument has been marked with a rune of power by a Skjæren of Vestenmannavnjar, imbuing it with a remnant of power from Valhalla. The instrument has an unrefined look to it, but plays well in the hands of a skilled musician as the rune tends to crackle with power during particularly energetic performances. Once per Act, the performer may become one with the rune and draw upon the energy trapped within. You must play the instrument for one Action and then focus your will upon yourself, making a Roll of your Brawn + Musician versus a TN of 25. If you succeed, you may double the value of any one Kept damage die for an Attack made before the end of the next Round. The extra Damage you deal is lightning damage as your weapon, instrument, or other object seems to be charged with lightning upon striking. You must choose to use this for an Attack before any damage is rolled.



(Message edited by Harliquinn On 03/11/2010 21:04)
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Re:Mariachi Swordsman School?
(Date Posted:03/09/2010 16:45)

First Wow!

I won't get far but I'll chime in on what I see at first.

Locking Case (All): There is a small catch on the instrument's case that prevents the case from opening unless a hidden latch is released in the handle. The case cannot be opened with less than a Brawn of 6, which breaks the case as it is forced open.

The Brawn 6 seems extreme, since most instruments could be utterly destroyed by a much weaker person, unless this is meant that even utterly destroyed there would be a small unopened case laying on the cobblestones.

 Retractable Blade (All): A small dagger blade extends from a secret sheath when a hidden catch is pushed. Another push causes the blade to retract into the sheath. This allows the player to use an Attack (Improvised Weapon) Knack to make an attack with the small blade, inflicting 1k1 damage when it hits. The blade can be found only by rolling a Wits Check against a TN of 30.

Could this vary by size of instrument?  Would the blade from my piccolos be the same size at the one from your Guitar?

I'll give the L2s a read tomorrow have a great day.

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RE:Mariachi Swordsman School?
(Date Posted:03/09/2010 18:40)

Thanks Kariggi,
  
I lifted "Locking Case" right from "Locking Sheath" for the Puzzle Swords. I could certainly lower the Brawn rank if it's too extreme. It is a lock on the case though and not on the instrument itself if that matters.

For the Blade, I would imagine that the blade is always a small blade. I envisioned it as something that you could use to cut purse strings, drapes, ropes, etc. but that might pass as some small weapon but nothing like a full dagger. 1k1 was 1 less kept than a regular dagger. I didn't want to get into the sizes, since even improvised weapons are grouped by 'hand held' and I imagined this dagger would be that size in general.
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RE:Mariachi Swordsman School?
(Date Posted:03/10/2010 12:08)

Hi!
Your swordman school it´s a good work, but I would like to make one thing clear. In Spain (the "real world" Castille) there were no mariachis. This musicians are from Mexico, not from Spain.
I would also mention that in Spain there were no "Ranchos", too. The nobles in XVII lived in "states" (in the country), or mansions/palaces (in the cities). In Spain, we are a little upset about the fact that AEG mixed up Spanish culture with Mexican to create Castille.
The were a lot of dance and music styles based upon the "castillian" guitar, and mariachis are not one of them. Check this link to see of one the most famous: flamenco. Hope you like it!!

http://www.youtube.com/watch?v=kPhCIKFkfg4&feature=related


(Message edited by Alatriste On 03/10/2010 12:17)
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RE:Mariachi Swordsman School?
(Date Posted:03/10/2010 14:21)

It may have come about in the 19th Century, but if you play the Torres region as Portugal, there's also Fado to consider.
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Reply To Alatriste
(Date Posted:03/10/2010 15:53)

Reply to Alatriste (03/10/2010 12:08:44)

Hi!
Your swordman school it´s a good work, but I would like to make one thing clear. In Spain (the "real world" Castille) there were no mariachis. This musicians are from Mexico, not from Spain.
I would also mention that in Spain there were no "Ranchos", too. The nobles in XVII lived in "states" (in the country), or mansions/palaces (in the cities). In Spain, we are a little upset about the fact that AEG mixed up Spanish culture with Mexican to create Castille.
The were a lot of dance and music styles based upon the "castillian" guitar, and mariachis are not one of them. Check this link to see of one the most famous: flamenco. Hope you like it!!

http://www.youtube.com/watch?v=kPhCIKFkfg4&feature=related


I think it was obviously the intention of AEG to mix the two, for at least 2 reasons that come to mind.  1 they wanted a Zoro character which is also Mexican in origin.  2 it may well have been an attempt to appeal to the larger American audience of the game, who are more familiar with Latin American "Spanish" than truly Spanish culture and influences.  If one wants to take offence there is not a culture developed in 7th sea that truly reflects its european counterpart.

Lady Grace you mention of Fado rekindles images of my Grandfather and his Guitar ...thank you.
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Reply To Kariggi
(Date Posted:03/10/2010 17:59)

Reply to Kariggi (03/10/2010 15:53:26)

I think it was obviously the intention of AEG to mix the two, for at least 2 reasons that come to mind.  1 they wanted a Zoro character which is also Mexican in origin.  2 it may well have been an attempt to appeal to the larger American audience of the game, who are more familiar with Latin American "Spanish" than truly Spanish culture and influences.  If one wants to take offence there is not a culture developed in 7th sea that truly reflects its european counterpart.


Of course, I agree with you. I wasn´t offended for the school (It´s just a game, and a great one). I just was trying to clarify some historical evidences, that´s all. But I know that Theah it´s not Europe, It´s just a similar continent. Sorry if I´ve been too rude, my apologizes.
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Re:Mariachi Swordsman School?
(Date Posted:03/11/2010 10:26)

Unless you speak to my character or family you can't be too rude for me, I love a lively discussion...but you might want to mention if I go stepping on anyone elses buttons as I'm very comfortable in otherwise discomforting discussions.

Meaning more to say that while a Mariachi sword school in Spain might be absurd, in Castille it fits well withing the unique country they have created.

Maybe on Apprentice ability you could cover

gain 1 rank attack improvised weapon..since unless you want them to comit the 3 pts to the advanced knack at creation they still wouldn't be attacking with their Oboe.

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Re:Mariachi Swordsman School?
(Date Posted:03/11/2010 15:58)

Kariggi
   Maybe I've misunderstood some things about swordsman schools, but...

I've given the following as Swordsman Knacks: Two-Handed Parry (Improvised Weapon - Instrument), Feint (Improvised Weapon - Instrument), Tagging (Improvised Weapon - Instrument).

Regardless of whether the character has taken "Attack (Improvised Weapon)" they can still use the knacks I've given correct? So they can Parry with their instrument, Feint with their instrument (which actually is an attack), and Tag with their instrument. They can also use Attack (Dirty Fighting) because that is one of the two School Skills.

I think I'm okay with not being able to do a plain "Attack (Improvised Weapon)" without spending the points, either at character gen or as XP. To me it makes some sense that at the start, they have learned to use their instrument for some maneuvers while using dirty fighting (or other combat skill) for try damage. So in my scenario, you could Parry an attack with your instrument then clothesline someone with Dirty Fighting as your attack. Or you could use Tagging with your instrument (Maybe they play a short ditty and smack someone upside the head) to get your Drama Die then use that as part of a Pugilism Attack.

Are those not possible the way the school is structured?

John
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Re:Mariachi Swordsman School?
(Date Posted:03/11/2010 16:18)

Oh yeah it makes so much sense when you say it.

It does seem odd to me that you can perform a feint with a weapon you can't make a normal attack with, but that doesn't mean it can't be done.

Don't let me stiffle your creativity, I was just pointing out something I though might have been overlooked during inception, I know my players would bring it up to me.

I like the song before you hit them in the head too bad I can't think of a way to add a mechanic for actually playing the instrument during the fight to improve your fighting.  Some sort of free raise if they keep playing or for each action during a combat they spend strumming the guitar they get X (some benefit), almost like an intimidate or taunt type effect.  I don't know the answere.  I still haven't found the time to get to your level 2 list but it all looks very cool and I can see the Menacing Minstral right now.

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RE:Mariachi Swordsman School?
(Date Posted:03/11/2010 20:51)

Okay I'm replacing the above two posts with the 'final draft' version...comments are appreciated (Thank you for the ones already given).

Thing I'm mainly curious about:
1) Does the school seem interesting to play? Is it of the right power level to be desirable without being overpowered?
2) Is the flavor right? Does it maintain the 'spy traveling bard' feel?
3) Does the concept of "Ensembled Instruments" (Name suggestions welcome) fit with the school and provide an interesting addition? It was obviously taken from the Puzzle Swords but I wanted it to have a different feel.
4) Are the Artisan, Virtuoso, and Maestro abilities flavorful and at the right power level?

Thanks again!

(Message edited by Harliquinn On 03/11/2010 22:59)
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Re:Mariachi Swordsman School?
(Date Posted:03/12/2010 12:22)

I realy like this school it has a very 7th sea feel.

Thoughts please disregard at will -

Since 2-handed parry is one of the schools knack - replacing parry with musician school seems counter productive.
Perhaps adding you Musician Rank to your passive defense TN?

Journeyman - mabye a bonus to hit = musician rank or rank in sword school when using or playing your instrument.  It just makes spending pips in Dirty Fighting w/e worth it as opposed to being ignored in favor of just Musician even though it is written as one of the two core skills of the school.

Master - If you made it a bonus equal to musician rank instead of a free raise it would be almost identical but might result in a +6 over a +5 might be cool.

I still am of a mind that..."Students of El Canto Final School do not automatically gain membership in the Swordsman’s Guild. Instead, they gain an extra Rank in one of their Swordsman Knacks for free."

would be better as a free rank in dirty fighting - Improvised Weapon

but don't change for me

I think this is a realy interesting school and will likely adopt whatever you final version is into my Thea.

Thank you,

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Reply To Kariggi
(Date Posted:03/12/2010 15:04)

Reply to Kariggi (03/12/2010 12:22:45)

I realy like this school it has a very 7th sea feel.

Thoughts please disregard at will -

Since 2-handed parry is one of the schools knack - replacing parry with musician school seems counter productive.
Perhaps adding you Musician Rank to your passive defense TN?

Journeyman - mabye a bonus to hit = musician rank or rank in sword school when using or playing your instrument.  It just makes spending pips in Dirty Fighting w/e worth it as opposed to being ignored in favor of just Musician even though it is written as one of the two core skills of the school.

Master - If you made it a bonus equal to musician rank instead of a free raise it would be almost identical but might result in a +6 over a +5 might be cool.

I still am of a mind that..."Students of El Canto Final School do not automatically gain membership in the Swordsman’s Guild. Instead, they gain an extra Rank in one of their Swordsman Knacks for free."

would be better as a free rank in dirty fighting - Improvised Weapon

but don't change for me

I think this is a realy interesting school and will likely adopt whatever you final version is into my Thea.

Thank you,



Thank you for the good ideas...

Some questions:
1) If I wanted to use Musician as an 'add' to other rolls for Attack / Parry / Defense, how does that mechanic work? Something like you get a +2 for every Rank in Musician? That would give a +12 at Master level with a 6 in Musician. is that too much? +1 / Rank doesn't really seem like much of a bonus.

2) For the Master ability, since I'm already adding +5 (or +6) most likely to Attack / Parry rolls, giving a Free Raise to Musician Rolls still seems to work as they are different mechanics right? This could work really well for the instrument bonuses as well. For example at Master with a Musician 6 Ranks, when I Attack, I get Attack (Improvised Weapon) +6. When I use my Musician I get a Free Raise, which is a +5. I think it works but not sure if I need to add something else to the Master ability to really 'define' the school. The "Feint" bonus was just something to give a bit more differentiation with other schools.

3) I really like your suggestion of a Free Rank in "Attack (Improvised weapon)" instead of a Free Rank in one of the school knacks. I'm going to implement that.

Thanks again for your comments!
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RE:Mariachi Swordsman School?
(Date Posted:03/13/2010 14:34)

I'm thinking of changing up the Master ability given the rewording of the Apprentice and Journeyman.

Would something along the lines of some type of re-roll be more appropriate? Something like Once per round you can reroll a Check from a Musician, Parry, or Attack Roll made with your instrument. You can keep the result of your choice.
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RE:Mariachi Swordsman School?
(Date Posted:03/14/2010 17:28)

Rerolls always slow down my games.  I never recommend adding them in. 

I think any bonus that ends up adding a +12 is going too far over the top. 

I suggested the original bonus with the thought in mind that the player was not gaining the attack for improvised outright.  I think it keeps it in line with the range of Ambrosia and it's lack of training in a similar manner. 

The double parry in my mind fell from the concept of the instrument functioning like a sword cane with the player having a light blade in one hand and the body/sheath of the instrument in the other. 

If you are going to have a spring mounted blade, think of it in similar fashion as the effects of a vagos swordsman using the puno occulto blade. 

With a list this extensive and vast for upgrade options, there is likely a few broken combinations but I have no idea where they lie.  you will need to just sit down and play test it against some schools.  try it against the standards like aldana, the tout pres and swanson. 


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Damn! Asking for exposition is like kryptonite to NPCs!

Harliquinn
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RE:Mariachi Swordsman School?
(Date Posted:03/14/2010 18:05)

Yeah I don't expect to identify all the powerful things. I tried to keep similar power levels from what I saw in other schools and in the Puzzle Swords. I think I agree in that the bonus from Musician Ranks will cap at +6 and I'll probably keep the Free Raise on Musician Rolls. It just didn't feel like a 'master' ability in that it defined the school. The Feint addition was just a way to fill in. I am still going to try and find something that works a little better if I can given that a Free Raise on Musician Rolls won't really help out in combat now.

I appreciate everyone giving it a look over and if you see something that by itself screams "overpowered" definitely let me know.
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"You realize that defacing your cabin with mystic runes while transforming yourself into an evil bone demon intent on sacrificing my crew negates any privledges you were afforded as a paying passenger, do you not?"

Kariggi
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Re:Mariachi Swordsman School?
(Date Posted:03/15/2010 15:32)

1. I would likely go +1 since it ultimately ends up looking like a free raise +5, but since the school lets you get to 6 in musician, its slightly better than a free raise.

I'll be back...
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In the beginning the Universe was created. This has made a lot of people very angry and been widely regarded as a bad move.

Harliquinn
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RE:Mariachi Swordsman School?
(Date Posted:03/15/2010 21:03)

Okay I've been thinking about the Master Ability for the school. The "Free Raise" and Feint reduction just don't seem to really have the flavor I was going for (The Free Raise was there more when Musician could replace An Attack or Parry).

How would this be?:

Master: After learning the Presto Tempo, Masters of El Canto Final have honed their instrument fighting skills to perfection. A Master may truly astound and demoralize even the fiercest opponents by a showy display of musical combat. Once per round, when you use the Tagging (Improvised Weapon) Attack with your instrument, you receive both benefits. You gain a Drama Die and your opponent loses a Drama Die, but the rules for spending these Drama Die remain the same. In addition, your opponent's Wits is considered 1 less when you use your Feint ability.

Gain one appropriate Level 3 or lower modification to an instrument of your choice.

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"You realize that defacing your cabin with mystic runes while transforming yourself into an evil bone demon intent on sacrificing my crew negates any privledges you were afforded as a paying passenger, do you not?"

Kariggi
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Re:Mariachi Swordsman School?
(Date Posted:03/16/2010 11:21)

I like the double duty on the tagging, though as a GM I find I am quickly annoyed by players scooping up all my DD and laughing along the way.

I still see the wits diminishing feint ability in there.

Perhaps an intimidate action (which removes dice from your opponents rolls against you) could be wound in.

Just random thoughts.
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st barbara
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RE:Mariachi Swordsman School?
(Date Posted:02/15/2014 22:56)

I'm sorry but I couldn't help but think of a line from Tom Lehrer "The mariachis would serenade, and they would not shut up 'till they were paid".
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Lady Grace
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Re:Mariachi Swordsman School?
(Date Posted:02/16/2014 15:22)

*was going to post about my late GM's mariachi assassins*

*sees post is already up there*
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"Ulf, just because you drank six tankards of Vesten mead and shout "I'm the Oncoming Storm!" does not --I repeat-- does NOT automatically make you a Berserker!" -- Fortunato Valari

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