SeaForge7
So I grabbed the character creator spreadsheet Mark sent me, and I've been working on it. The original author didn't have much experience in coding in Excel, but he did the heavy lifting of entering all the data. For that I am very grateful.
I'm naming it SeaForge7 in honor of HeroForge, the document that performed the same task for AD&D 3.5, and from which I am shamelessly stealing. "HeroForge" would have been more appropriate for 7th Sea, but that would have just been confusing and 7thSeaForge doesn't have the right ring to it. So thanks to Ramzy for a name that both evokes 7th Sea and flows off the tongue.
Anyway, I'm going to have a lot of rules questions as I work on the thing, since I am still a novice at the game, so I'm starting this thread to get some answers.
First up: The Merchant skill.
The Character Handbook lists a number of knacks to choose from when selecting the merchant skill, all of which have been included in the original document. However, the PG doesn't contain any list that I can find. It only says "you must choose a knack with which you make your living, such as Cooking or Veterinarian." Some of the Nations of Théah books specify new knacks to add to this list, but a basic list is nowhere to be seen. Does such a list exist? I have to assume it does or the addition of new knacks by the expansion books would be kind of pointless. I have no problem with simply using the list from the handbook, but I would prefer knowing its origin first.
Also, there appears to be no limit to the number of times you can select the Merchant skill, but how many is times practical? I'm thinking three at the moment, but I'd like to draw on the experience of those in the community here. How many times can I expect a player to want to take the Merchant skill?
edit: I realized that my last question makes the assumption that you have to purchase the Merchant skill multiple times as opposed to simply buying more knacks. Is that right? Do you have to pay 2HP for the Merchant skill every time you want another knack in it? Or do you just purchase the extra knack?
I'm naming it SeaForge7 in honor of HeroForge, the document that performed the same task for AD&D 3.5, and from which I am shamelessly stealing. "HeroForge" would have been more appropriate for 7th Sea, but that would have just been confusing and 7thSeaForge doesn't have the right ring to it. So thanks to Ramzy for a name that both evokes 7th Sea and flows off the tongue.
Anyway, I'm going to have a lot of rules questions as I work on the thing, since I am still a novice at the game, so I'm starting this thread to get some answers.
First up: The Merchant skill.
The Character Handbook lists a number of knacks to choose from when selecting the merchant skill, all of which have been included in the original document. However, the PG doesn't contain any list that I can find. It only says "you must choose a knack with which you make your living, such as Cooking or Veterinarian." Some of the Nations of Théah books specify new knacks to add to this list, but a basic list is nowhere to be seen. Does such a list exist? I have to assume it does or the addition of new knacks by the expansion books would be kind of pointless. I have no problem with simply using the list from the handbook, but I would prefer knowing its origin first.
Also, there appears to be no limit to the number of times you can select the Merchant skill, but how many is times practical? I'm thinking three at the moment, but I'd like to draw on the experience of those in the community here. How many times can I expect a player to want to take the Merchant skill?
edit: I realized that my last question makes the assumption that you have to purchase the Merchant skill multiple times as opposed to simply buying more knacks. Is that right? Do you have to pay 2HP for the Merchant skill every time you want another knack in it? Or do you just purchase the extra knack?