First Edition Revised Glamour: Difference between revisions

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These rules entirely replace the Glamour rules in the Player's Guide, the Avalon sourcebook and the Sidhe Book of Nightmares. They are intended to retain Glamour's flavor as a reputation-driven "bag of tricks" focused on myth and legend while bringing it in line with the power of other sorceries.
These rules provide a framework for skill characters to excel. The expertise system allows characters who focus in their skills to gain extra abilities analagous those granted by Swordsman Schools or Sorcery, giving them access to abilities other Heroes lack. These abilities may break ordinary rules in some fashion or provide access to information or powers ordinarily not covered by existing knacks.


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* '''Knacks:''' Dwimmer-craft, Sooth-sight, Spell-warding, Witch-cunning, Glamour-mien
Expertise abilities take the form both of Expert Knacks and Expert Advantages; to get any Expertise ability, the character must have Rank 4 or higher in at least one prerequisite Knack, and at least Rank 2 in all other prerequisites. Some Expertise abilities are also noted as Innovations; to gain such an ability, a character must either succeed at an Invention check to develop the ability or learn it from an instructor.
* '''Apprentice Degree:''' Fables
* '''Adept Degree:''' Stories
* '''Master Degree:''' Legends


== Apprentice Ability: Jack of Fables ==
In addition to Expert Advantages, some knacks also have associated Master Advantages, which require the character to have Rank 5 in the knack. Some of those few characters with Rank 6 in a knack have Grand Master Advantages; the most common one is the Grand Master Teacher advantage, which allows the character to train others to Rank 6.


The character gains two Legends (see below). Additionally, the Glamour apprentice can use Reputation Dice as Glamour Dice, spending them instead of Drama Dice to activate Legends.
== Expert Knacks ==


Glamour Heroes and Scoundrels can use Hero Reputation Dice or Scoundrel Reputation Dice as Glamour Dice; Glamour Villains use Villain Reputation Dice and Scoundrel Reputation Dice.
Many Expert Knacks are keyed to several knacks; to gain levels in such a knack, a character must have at least one of these Knacks at Rank 4 and all the others at at least Rank 2.


== Adept Ability: Lord of Stories ==
In addition to any specific benefit from an Expert Knack, Expert Knacks allow characters to add their Rank in the Expert Knack to their rank in a prerequisite Knack when determining the number of Raises they can make for related rolls.


The character gains a third Legend. The Glamour adept also has reached a level of fame that he can expect entry into the courts of Sidhe lords and ask for Lesser Boons (see below.)
''NB: This benefit is based on a house rule that normally limits the number of Raises a character can make to 1 + the Hero's Rank in a Knack.''


== Master Ability: King of Legends ==
=== Knowledge Knacks ===


The character gains a fourth Legend, and masters are mages of such power that even the royalty of the Sidhe must treat with them.  They can enter the royal courts of the Sidhe and bargain for Great Boons (see below.)
==== Calculus ====


== The Knacks ==
The character understands the rudimentary fundamentals of Calculus. (Mathematics -- Innovation)


=== Dwimmer-craft ===
''NB: This Expert Knack replaces the Calculus knack from the Crescent Empire sourcebook. ''


Dwimmer-craft is the heart of a sorcerer's power with Glamour, representing the skill and strength of his Glamour workings. Ranks in this knack represent the strength of a mage's Glamour, and the kanck is the most commonly used to grade effects from a mage's particular Legends.
==== Ballistics ====


=== Sooth-sight ===
Characters with the Ballistics knack have learned to use physics, geometry and mathematical principles to fire and sight cannons in effective arcs.  Characters can use this knack in place of Artillery to fire cannons and other emplaced guns in ballistic arcs, increasing their effective range.  At Theah's level of technology, ballistic techniques for naval Gunnery are not yet effective. (Natural Philosophy, Mathematics, Artillery -- Innovation)


Unlike many sorceries, Glamour mages are generalists - their blood sparkles with the stuff of Avalon's dreams, rather than channeling some specific power fought for by their forefathers. Part of this manifests in the Second Sight - the ability to detect workings of sorcery and pierce illusions. Glamour mages can spend 1 Action and roll Wits + Sooth-sight to see if some Sorcery is being worked within 30 feet.
==== Syrneth Scholar ====


The base TN for the roll depends on the type of magic: 20 for Glamour, 25 for Porté, Sorté, El Fuego Adentro and other Numan sorceries, and 30 for Pyryrem, Laerdom, and other exotic sorceries. If the Sorcery has a very subtle effect, the TN is increased by 10. If the Sorcery affects a large area or large group of people, the TN is decreased by 5.
Characters with the Syrneth Scholar knack are specifically educated about the Syrneth, their works and ruins. This is the knack characters use when modifying or examining Syrneth artifacts. (History, Occult, Natural Philosophy)


By default, the character knows only that Sorcery is being worked. They can make Raises to learn more. When trying to learn about the nature of the Sorcery, Glamour mages can make 1 Raise to determine the general type of Sorcery (Glamour, Numan, Pyryem, other), 2 Raises to determine the specific type of Sorcery (Seelie, Porté, et cetera) or 3 Raises to determine the type of effect the Sorcery is creating.  When trying to learn more about who and what is being affected by the Sorcery, the mage can make 1 Raise to determine the location or item being affected and 2 Raises to determine the identity of the Sorcerer.
''NB: This Expert Knack replaces the Syrneth Tinkering school from the Explorer's Society sourcebook; the rules presented there can be used as guidance for the use of this knack.''


Some effects may obfuscate Sooth-sight, including the Witch-cunning knack below and the activities of certain very powerful Sorcerers.
==== Porté Scholar ====


=== Spell-warding ===
More than any other Sorcery, Porté has a body of dedicated researchers interested in exploring and expanding its limits.  This is the knack characters use when developing new uses for Porté and creating Porté artifacts. Characters who do not possess Porté cannot raise this Knack past 3. (Occult, Philosophy)


Glamour mages - by virtue of their connection to the magic that suffuses Avalon - gain some resistance to Sorcery's effects. Other characters trying to use Sorcery to affect the Glamour mage add the mage's Spell-warding to their TN; if the Sorcery they are using is Glamour, they instead add twice the mage's Spell-warding to their difficulty.
==== Sidhe Lore ====


=== Witch-cunning ===
The Sidhe are an alien people who dwell in a land beside and beyond Avalon; they have their own rules and laws, grouping themselves into courts under a complex system of monarchs and lords. This knack represents expertise in the society of the Sidhe, as well as some knowledge of the limits and power of the Sidhe's glamour. (Occult, History. Characters with the Sidhe Lover background, full-blooded Glamour or the Sidhe Blood, Sidhe Ally, or MacEachern Heritage advantages can purchase this Expert Knack without prerequisite.)


Because of the prevalence of Glamour in Avalon, Glamour mages must also learn to sometimes to conceal their workings. Glamour characters can use Witch-cunning to increase the TN to detect the use of one of their Legend powers; by doubling the time to use a Legend power, they can add twice their Witch-cunning knack to the TN of characters trying to detect their Sorcerous effects.  Legends that can be invoked without spending an Action instead require 1 Action if Witch-cunning is being used.
''NB: This Expert Knack replaces the Sidhe Lore knack from the Bard Skill in the Avalon sourcebook.''


=== Glamour-mien ===
==== Church Scholar ====


Sorcerers who practice Glamour can use their skill with the fabric of Glamour itself to impress Sidhe and other creatures of Legend - flexing their sorcerous muscles, effectively, to awe supernatural creatures with their power.  Glamour mages can add twice their Rank in this Knack to Repartee actions and other social rolls involving the Sidhe.
Few Vaticine priests are experts in their faith: they have a more practical mission, ministering to the needs of their flock.  Similarly, missionaries focus on coverting the many who have not found Theus, while monks focus on discipline rather than scholarship. Only a few brave clerics - and others - really delve into the details and difficult questions of their faith.  This Expert Knack provides the Hero with detailed knowledge about such questions and represents familiarity with texts and ideas considered but discarded by the Church fathers, dead-end streets on the road to Theus' puzzle. (History, Theology, Philosophy)


== Legends ==
==== Naturalist ====


Glamour mages are able to channel the spirit of various Legends as they gain rains in the Sorcery. Each Legend ability provides a Glamour mage with a single "trick" related to the essence of the individual who created the legend.
Characters with the Naturalist knack have begun a scientific inquiry into the natural world: not just a catalogue of creatures to hunt or the raising of livestock, but the first understandings of how animals relate to each other. This knack can be used to categorize new discoveries and speculate on their relationship to others. (Natural Philosophy, Veterinarian, Survival)


=== Robin Goodfellow ===
==== Animalculist ====


The legendary archer could shoot farther and more accurately, it is said, that any man. Characters with the Robin Goodfellow Legend can spend a Drama Die to lower the effective Range of their next ranged attack by 5 feet per Rank of Dwimmer-craft, or 10 feet per Rank if that attack is with a bow.
Characters with the Animalculist knack know how to use a microscope to observe tiny creatures - animalcules - invisible to the human eye that seem to live on among human beings. This Knack also encompasses the creation of precise microscopes otherwise unknown to Theah. (Natural Philosophy, Examiner, Diagnosis -- Innovation)


=== The Horned Hunter ===
==== Alchemy ====


Stories of the great hunter say that he was stronger than any man, able to hurl boulders and leap enormous distances. Characters with the Horned Hunter Legend can spend a Drama Die to perform a feat of superhuman strength, increasing his Brawn by his Dwimmer-craft for one non-combat roll.
More than the study of chemistry, scholars versed in the ancient art of alchemy combine emerging scientific principles with magical thinking, pushing at the boundaries of realm between science and sorcery. Characters with the Alchemy knack can practice Blood Science, develop alchemical potions and elixirs and otherwise delve into the physical mysteries. (Occult, Natural Philosophy)


=== Jack ===
''NB: This Expert Knack requires the Alchemist advantage from the Invisible College sourcebook. Characters with The Secret (from the Rose + Cross sourcebook) can purchase Alchemist at a discount, paying only 5 HP / 15 XP instead of 10 HP.''


This trickster was a master of misdirection and illusion, and Glamour mages conversant in his legend can effect such illusionary transformations. They may spend a Drama Die to transform a small object (less than one cubic foot in size) into one of the items on page 202 of the Player's Guide until the next dawn (or until you will the enchantment to end), when it reverts to its former self. If a transformed object is broken into pieces, all of the pieces disappear at dawn except for one (randomly chosen), which reverts to its original unharmed form.
=== Social Knacks ===


=== The Green Man ===
==== Cold Read ====


The legend of this ancient warrior says he challenged a knight to strike off his head and then picked it up and put it back on his shoulders. Characters with the Green Man Legend can spend a Drama Die and have the next Dramatic Wound the character suffers this Scene miraculously heal itself at the end of the round. This ability can bring someone back from being Knocked Out but cannot cure death.
This is the art of deducing things about a person from his or her appearance and mannerisms. Handedness might be determined from a callus upon a knuckle, while a nervous twitch can reveal much to an observant eye. With this Knack you can always enter a conversation with at least a little information about the other person. More often than not, this Knack will be used in Contested Rolls against the Resolve of another, or against one of his other Knacks. (Sincerity, Socialize)


=== Thomas ===
''NB: This Expert Knack replaces the Cold Read knack from the Vodacce sourcebook among other places.''


The legendary monk used his faith and great wisdom to defeat sorcerers with their own power. Characters with this Legend can spend a Drama Die to cancel one use of Sorcery he can sense within 30 feet, provided that his Rank in Spell-warding is equal or greater to the rank of the Knack being cancelled. In the case of permanent effects, this cancellation lasts for a number of minutes equal to your Mastery Level. Some very large effects cannot be completely canceled; in such cases, the Thomas legend will only affect a nearby part of the magic.
=== Doctor Knacks ===


=== Anne O' The Wind ===
==== Compounds ====


The woman who could outrun the wind gives those mages who know her Legend some measure of her swiftness. By spending a Drama Die, characters with the Anne O' The Wind Legend can add their rank in Dwimmer-craft to their Sprinting knacks and Initiative Totals for a number of rounds equal to their Mastery Level.
The apothecaries who frequent Thean streets dispense many drugs, but only one of them is actually effective - opium and its many derivatives. Recently, quinine has also begun to make an appearance on apothecary's shelves, but most medicine is the domain of Quack, not a more nuanced study. This knack allows characters to generate herbal balms that work: sleep aids, immune boosts, and the like. Characters with the time to prepare can add their Compounds knack as a bonus to Surgery rolls when they have access to preserved or premade balms, or twice their Compounds knack if they several hours to fetch fresh ingredients and mix medicines from their constituent chemicals immediately before application. (Natural Philosophy, Diagnosis, Quack)


=== Blackcloak ===
''NB: This replaces the Compounds knack from the Sophia's Daughters sourcebook and other places.''


The legendary thief could pass without a trace into the night. Characters with the Blackclock Legend can spend Drama Die to increase the TN for all attempts to track the character by 5 for every rank in Dwimmer-craft that character posseses. If the glamour mage is moving with a party, the Legend increases the TN to track the party by double the character's Dwimmer-craft Rank.
==== Anatomy ====


=== Iron Meg ===
Characters with the Anatomy knack have an expert knowledge of the human body, gleaned from the only place one can really learn: the dissection of human beings, usually stolen corpses. Characters can add their Rank in Anatomy to Surgery checks, and twice their Rank in Anatomy to Invention checks to create new Surgical Techniques (see below.) Because society does not smile upon the dissection of corpses, those who know how this knowledge is learned may look suspiciously on characters with this expertise. (Surgery, Examiner, Diagnosis)


The toughest woman who ever lived can impart some of that toughness to a Glamour mage with her Legend. Characters with the Iron Meg Legend can spend a Drama Die and add ten times their Rank in Dwimmer-craft to a single Soak roll.  
''NB: The Anatomy knack cannot be raised to Rank 5 without the dissection of a living human being. Most people with Anatomy 5 are Villains who have engaged in vivisection, though a hero with Surgery 6, vast experience in surgery and a habit of keeping copious notes could also raise Anatomy to 5.''


=== Isaac Snags ===
== Expert Advantages ==


The bowman with the lightning hands imparts some of his amazing reflexes to heroes with his Legend. They can spend a Drama Die to catch an arrow, bolt, or thrown weapon out of the air, automatically succeeding an Active Defense in doing so.
Like Expert Knacks, many Expert Advantages are keyed to several Knacks. Unless otherwise stated, they require Rank 4 in one of those Knacks and Rank 2 in the others. Master Advantages require Rank 5 in one of those knacks and Rank 3 in the others.


=== Jeremiah Berek ===
=== General Advantages ===


The master of the Sea Dogs is a living legend, famous for his incredible luck in the most difficult of circumstances. Characters with the Jeremiah Berek Legend can spend a Drama Die before a roll to reroll all exploding dice in a roll twice, keeping both extra dice.
==== Great Teacher ====
* 45 XP -- Master Advantage


=== King Eilodd ===
This Master Advantage allows a character with Rank 6 in a Knack to teach others that Knack at Rank 6.  This advantage can be purchased multiple times; each time, it applies to a different Knack. (This advantage requires the base Knack at 6.)


The first High King of Avalon, King Eilodd made the original treaty with the Sidhe that granted humans the power of Glamour. Glamour mages with this Legend can call upon the Sidhe for aid; they spend a Drama Die and roll Resolve + Glamour-mien against a TN of 30, and a nearby Sidhe will come to aid you from the court of the character's choice. If the roll totals less than 10, the arriving Sidhe will instead be from the opposite court. The arriving Sidhe will be a common fairy if the Glamour mage is an apprentice, a Sidhe knight if the mage is an adept and an important noble if the mage is a master of Glamour.
==== Artiste ====
* 5 XP


=== Mad Jack O'Bannon ===
Some artists are more than just experts at their art: they have a certain something else that makes their work catch the eye and push at the boundaries of the form.  This Expert Advantage means a character's art is just that: it has something special, something innovative and outside the norm. In addition to the ephemeral benefits of being such an innovator, characters with the Artiste advantage receive a Free Raise on Reputation rolls related to the character's art. (Any appropriate Artist, Merchant or other knack)


Another living legend, the King of Inismore is famous for his ability to disappear behind objects he can never fit behind. Spend a Drama Die while standing behind an object that partially covers you in order to disappear; you cannot see or be seen, but you can hear what is going on around you.
''NB: A character can purchase the Artiste advantage multiple times. Each time it applies to a separate Knack. Characters can also purchase the Artiste advantage at Character Generation for 3 HP regardless of pre-requisite, representing the character's reputation as a prodigy.''


=== King Robert the Dark ===
==== Maestro ====
* 15 XP -- Master Advantage


The great warlord of the Marches's legend brings success in battle. Characters with this Legend can spend a Drama Die to add their Rank in Sooth-sight to their Personal Results Roll for a number of mass combat rounds equal to their Mastery Level.  
Rare artists have something truly transcendant: their work does not just push the boundaries of their genre, but when mature begins to create an entirely new way of thinking about their art.  This Master Advantage represents a character who is creating the ground floor of such a new mode: the first Impressionists, the first masters of Romanesque architecture, the first modiste to create an Empire waist. Characters with this advantage receive an additional Free Raise to Reputation rolls related to the character's art, and is eligible to raise the associated knack to Rank 6 for 25 XP. (The appropriate Artist, Merchant, or other knack, Artiste advantage.)


=== St. Rogers ===
''NB: A character can purchase the Maestro advantage multiple times. Each time it applies to a separate Knack.''


The first pirate is a powerful Legend for sea-faring Glamour mages - he and his ship were one, able to survive even impossible storms and sea-battles. Characters with this Legend can spend a Drama Die to instantly heal a ship of a Critical Hit.
=== Soldier & Swordsman Advantages ===


=== The Stone Knight ===
==== Vigilant ====
* 10 XP


The legendary knight was renowned for his bravery; he once stood his ground against an invading army all by himself for a full day and night before help arrived.  Characters with the Stone Knight Legend can channel his indomitable will and spend a Drama Die to subtract his Dwimmer-craft from all Fear Ratings he faces for a number of rounds equal to the character's Mastery Level.
Characters with this Expert Advantage are always a little bit aware of their surroundings; when Ambushed, they are at a PD of 10, not 5. (Ambush)


=== Queen Maab ===
==== Hyper-Vigilant ====
* 15 XP -- Master Advantage


The Queen of the Sea is terrible and violent as a storm, but she rules the waves and mages with her Legend pay that heed.  A character with this Legend can spend a Drama Die to speak and use Repartee against sea creatures for five minutes per Rank in Sooth-sight.
Characters with this Master Advantage are hyper-aware: when Ambushed, they are at a PD of 15. (Ambush, Vigiliant advantage)


=== Lady of the Lake ===
==== Combat Tumble ====
* 5 XP


The Queen of the Earth is wise Sidhe who sees into the mists of the future. Characters with this Legend can channel her legendary perception, spending a Drama Die to automatically succeed at a Perception check whose TN is less than or equal to 10 times the character's rank in Sooth-sight.
Characters with this Expert Advantage are adept at tumbling in combat: they can roll past an opponent, kicking out at him while they perform some other action. This Advantage gives a character a Free Raise to a basic Dirty Fighting attack made while picking up a weapon or performing some other one-Raise action in combat, effectively offsetting the Raise required to draw a weapon.  The character must use Rolling as his defense knack until his next Action after performing a Combat Tumble. (Rolling, Kick)


=== The Seelie Queen ===
==== Master of Masters ====
* 10 XP -- Master Advantage


The Queen of the Sky is a powerful ruler whose royal mien is legendary. Characters with the Seelie Queen Legend can use their power to increase their stature in the eyes of others; by spending a Drama Die, they can add twice their rank in Glamour-mien to all social rolls against a single target for the duration of the Scene.
The greatest swordsmen are able to turn their knowledge of the blade into supreme skill, able to reach heights of swordsmanship unbeknownst to other swordsmen. Characters with this Master Advantage can raise their Attack knack to 6 for 25 XP. (Any Attack knack, Grandmastery of two schools using that weapon, Mastery of a school using a different weapon.)


=== The Horned King ===
=== Criminal & Spy Advantages ===


The Horned King is the masculine power of the Sidhe, full of primal lust and power. Characters with this Legend can spend a Drama Die to gain three times their Glamour-mien Knack as a bonus to all Seduction checks against a single target for the duration of the Scene.
==== Sneak Thief ====
* 15 XP


=== Red Cap ===
The character has learned to freeze in place, flatten against a wall or suddenly dive for cover when he thinks he is about to be spotted.  This Expert Advantage allows a character with the Stealth knack to spend a Drama Die, declare the nature of his evasion and force an opponent to re-roll a Perception check or other test to detect the sneaking character. (Stealth)


The most fearsome of the goblins, Red Cap tortures his victims and fills them with fear. Characters with his Legend can spend a Drama Die before Phase 1 to gain a Fear Rating equal to their Mastery Level for the remainder of the round.
==== Close Tail ====
* 15 XP


== Boons ==
The hero has learned to blend in with passers-by, suddenly start browsing a merchant's wares or otherwise move quickly to avoid detection when shadowing a target.  This Expert Advantage allows a character with the Shadowing knack to spend a Drama Die, declare the nature of his gambit and force an opponent to re-roll a Perception check or other test to detect the shadowing character. (Shadowing)


In addition to their Legends, Glamour Adepts and Masters can seek out the lords and ladies of the Sidhe and beg for Boons - gifts of Glamour granted by the Sidhe in exchange for services rendered. Boons come in two stripes: Lesser Boons, granted by the nobility of the Sidhe, and Great Boons, granted by Sidhe royalty.  While ultimately Boons are a matter of GM discretion, several example Boons (and associated services) follow.
==== Wallflower ====
* 15 XP


To gain any Boon, the Glamour mage must seek out the granting Sidhe, ask them for the Boon, complete the required service and spend a Drama Die. The Boon then takes effect once the Sidhe works its Glamour upon the character or other desired target of the Boon. Note that asking for a Boon is not a merchant's sale: the Glamour mage asks for the Boon, the Sidhe demands a service, and the mage accepts or graciously declines.  Haggling with the Sidhe is a sport for those who do not value their health or sanity.
The character has learned to slump down against a wall, engage some nearby person in conversation or just radiate boring to distract someone who may be about to notice he is something special.  This Expert Advantage allows a character with the Unobtrusive knack to spend a Drama Die, declare the nature of his action and force an opponent to re-roll a Perception check or other test to detect the sneaking character. (Unobtrusive)


=== Lesser Boons ===
=== Commander Advantages ===


Lesser Boons generally provide heroes with a temporary effect that lasts generally for no more than a single Scene; while the effect's bonus may vary, two to three Free Raises to non-combat tasks is roughly appropriate. The service required for a Lesser Boon should usually require no more than a single Scene to complete.
==== Expert Tactician ====
* 15 XP


'''Example 1: Smooth Sailing'''
The character is a master of small-unit planning: with a picked unit of men, a knowledge of the battleground and an objective he can create a plan that will maximize the effectiveness of his troops.  Before combat, a hero with this Expert Advantage can make a Wits + Tactics roll to increase the Threat Rating of a Brute Squad under his command by 1.  The TN for this roll is based on his knowledge of the location the unit will be fighting in and whether or not the ground is favorable for his objective. The base TN this roll is 30; the commander receives two Free Raises if the situation is favorable or if he is very familiar with the battleground, and must make two Raises if the ground is unfavorable or if he does not have a clear idea of the situation his unit will be moving into, for a final TN between 10 and 50.  The hero can use this ability on a number of Brute Squads equal to his rank in Leadership. (Tactics, Leadership)


A character might bargain with a water nymph to see that their ship has smooth sailing from Canguine to La Bucca, riding smoothly through storms and catching the correct currents - providing perhaps two Free Raises to Sailing checks related to a smooth journey. In exchange, the water nymph may ask the characters to drop all of their cannonballs overboard as a sacrifice of iron or to recover a great pearl from the necklace of a Montaigne lady visiting the Governor of Canguine.
''NB: Characters with the Steil command school receive Raises equal to their Mastery Level for checks involving their personal Brute Squads.''


'''Example 2: Finding the Lost'''
==== Inspirational Leader ====
* 15 XP


A character might bargain with a Sidhe lord with domain over some territory to find a person or thing within the Sidhe's lands; alternately, he might seek out some forest satyr to find something lost within the many forests of Avalon, or amountain spirit to discover the location of a hidden person in the hills. Because the Sidhe are creatures outside time and space, the answers may require some puzzling, but with such a Boon the character will be set on the right path. In exchange, the Sidhe noble might ask the character to wear only green until he finds his prize, or to always walk through doors backwards for a day and night. The mountain spirit might require the heroes to turn loose the sheep of cotholder who did not pay him proper obeisance, or to gather for him fourteen wind-smoothed stones from a mountaintop.  
Characters with this Expert Advantage are charismatic leaders who can inspire men under their command to fight past their endurance.  With a successful Resolve + Incitation check prior to combat, they can give a Brute Squad under their command the Tough quality (iconic for Eisen brutes) for the duration of a scene. The base TN for this roll is 30; the commander receives two Free Raises if he has a strong pre-existing relationship with the Brute Squad in question and two Free Raises if the situation is particularly desperate. The commander must make two additional Raises if he has just met the Brute Squad he is trying to inspire and if there is a strong incentive for the Brutes to surrender or flee, for a final TN between 10 and 50. The hero can use this ability on a number of Brtue Squads equal to his rank in Leadership. (Incitation, Leadership)


'''Example 3: Cloak of Shadows'''
''NB: Characters with the Steil command school receive Raises equal to their Mastery Level for checks involving their personal Brute Squads.''


A Hero might ask a spider fairy to weave a cloak of night-black silk that provides him with concealment for the duration of an evening, providing two Free Raises to Stealth checks until the strands melt away at dawn. In exchange, the web-weaver might ask for three beautiful songbirds in silvered cages - dinner for the hungry Sidhe and her children.
==== Expert Commander ====
* 15 XP


'''Example 4: Gremlins!'''
Characters with this Expert Advantage add twice their Rank in Orders knacks (see above) to Mass Combat rolls involving the Order. (Three Orders Knacks at 4)


A Hero - or Scoundrel - might want to work some curse of annoyances upon a person they dislike, seeking out a troupe of goblins to perform diverse mischiefs on an individual for the span of a week. No single act is particularly problematic, but a week's worth of drafty windows blowing open at night, lost quills and ink and cats underfoot to trip servants with glasses of wine will fray any temper.  The goblins, however, are creatures of prank by nature - and so they might ask the heroes in turn to wear a fool's cap for that same week, or to shear them off a lock from the head of recently hanged criminal.
''NB: Characters with this Advantage can apply its XP cost towards learning a Command School, which they will start at least as a Journeyman.''


=== Great Boons ===
=== Doctor Advantages ===


Where Lesser Boons are bargains with ordinary Sidhe, the Great Boons are agreements between the mightiest masters of Glamour and the rulers of the fae themselves. They can powerfully affect heroes - providing temporary bonuses to Traits on the order of +2 or +3 - and beyond personal effects can change the destiny of nations. They require concurrently great services, however, often requiring an Act or entire Story to complete.
==== Surgical Technique ====
* 3 XP -- Innovation


'''Example 1: Mists of Avalon'''
The character has mastered a surgical technique otherwise unknown to Theah, allowing the physician to reliably heal wounds that might otherwise kill. Example techniques include Macer's Drain, a chest tube to reinflate a collapsed lung, trepanation to relieve brain swelling, or blood transfusion.  Developing a surgical technique requires an Innovation check; instead of the Design and Construction phases, however, the character must Experiment and Perfect the technique. Each week of time requires an additional patient; characters can reduce the number of patients required by making Raises. 1 Raise removes a patient from the Experiment phase, and 2 Raises removes a patient from the Perfecting phase.


A character might ask the Queen of the Sea to shield a ship in a mystic fog-bank, allowing it sneak into a harbor - even under the guns of an enemy fleet or fort - unseen. In exchange, Queen Maab may ask that the heroes destroy a nest of Sirens on a distant rock, or to safeguard a mysterious traveler deep into the Lady of the Lake's forest and back without attracting the attention of the Queen of the Earth.
''NB: Developing a new Surgical Technique and developing any new equipment it may require are separate Inventions. In the case of blood transfusion, for instance, a separate Invention roll would be required to create the pump as outlined in the Invisible College sourcebook.''


'''Example 2: A Phial of Courage'''
==== Triage Expert ====
* 5 XP


A hero who knows he must face some terrible monster - perhaps a distant island god, or a still terrifying but more human figure like Captain Reis - might ask the Lady of the Lake for a phial of golden water that contains the essence of spiritual strength. Quaffing such a phial would grant the Glamour master +3 Resolve for a single Scene.  In exchange, the Lady of the Lake may require the character give up the memory of her first love: remembered again for a moment in the Lady's pool and then gone forever.
The character is an experienced and expert battlefield surgeon: he can make quick decisions to restore someone to fighting condition swiftly, though at a cost. Characters with this Expert Advantage can trade points of a patient's Brawn for raises on a surgery check: for every temporary point of Brawn the surgeon removes, he receives three Free Raises to his Surgery roll. For every permanent point of Brawn a surgeon removes, he receives six Free Raises to his Surgery roll. Temporary Brawn returns at the end of the next Story. (Surgery, Diagnosis)
 
'''Example 3: A Man's House Is His Castle'''
 
A hero might seek out a powerful Sidhe who while not strictly a monarch is one of the great legends of the fae - a figure like Jack, the Seelie Queen's jester. In exchange for a service, he might ask Jack for an enchanted cottage, many times greater on the inside than the outside where no one ever ages, its location masked by Glamour so that none can find their way. For such a Boon, Jack might ask the heroes to slay a giant for him, or to masquerade as a Duke or Baron and his court for a week while Jack spirits the real noble away.
 
'''Example 4: The Hunt'''
 
A master of Glamour needing to find someone might entreat the Horned King to turn the Wild Hunt after his quarrel, traveling via paths of Glamour with the Wild Hunt to find his prize wherever he hides. In exchange, however, the Horned King might ask the hero to join his Hunt every full moon for the following year, going with him wherever he wills in pursuit of whatever prey has caught the Horned King's eye.
 
'''Example 5: The Stalwart Champion'''
 
Faced with a dire circumstance, a Glamour mage may entreat the Queen of the Sky or some other Sidhe potentate for a desperate boon: Glamoured survival in some enchanted place for a day and a night, during which the hero can neither be killed nor crippled.  After such a great boon, however, the Seelie Queen might require the character's presence as a knight in her service for a year and a day in Bryn Bresail. With the eerie time of the faerie world, the hero might return from the land of the Fae finding only days or weeks have passed, or he may instead discover his companions grown old and gray.
 
=== Legendary Boons ===
 
Beyond the Great Boons, some mythic sorcerers have made even greater bargains still: Derwyddon raised Carleon from a plain in a single night, while on several occaisons the entire Avalon fleet has benefited from a shroud of mist. Indeed, the Graal itself could be said to be the greatest Boon of all. What price the Sidhe extracted for these gifts, however, remains unknown.

Revision as of 23:57, 16 November 2010

These rules provide a framework for skill characters to excel. The expertise system allows characters who focus in their skills to gain extra abilities analagous those granted by Swordsman Schools or Sorcery, giving them access to abilities other Heroes lack. These abilities may break ordinary rules in some fashion or provide access to information or powers ordinarily not covered by existing knacks.

Expertise abilities take the form both of Expert Knacks and Expert Advantages; to get any Expertise ability, the character must have Rank 4 or higher in at least one prerequisite Knack, and at least Rank 2 in all other prerequisites. Some Expertise abilities are also noted as Innovations; to gain such an ability, a character must either succeed at an Invention check to develop the ability or learn it from an instructor.

In addition to Expert Advantages, some knacks also have associated Master Advantages, which require the character to have Rank 5 in the knack. Some of those few characters with Rank 6 in a knack have Grand Master Advantages; the most common one is the Grand Master Teacher advantage, which allows the character to train others to Rank 6.

Expert Knacks

Many Expert Knacks are keyed to several knacks; to gain levels in such a knack, a character must have at least one of these Knacks at Rank 4 and all the others at at least Rank 2.

In addition to any specific benefit from an Expert Knack, Expert Knacks allow characters to add their Rank in the Expert Knack to their rank in a prerequisite Knack when determining the number of Raises they can make for related rolls.

NB: This benefit is based on a house rule that normally limits the number of Raises a character can make to 1 + the Hero's Rank in a Knack.

Knowledge Knacks

Calculus

The character understands the rudimentary fundamentals of Calculus. (Mathematics -- Innovation)

NB: This Expert Knack replaces the Calculus knack from the Crescent Empire sourcebook.

Ballistics

Characters with the Ballistics knack have learned to use physics, geometry and mathematical principles to fire and sight cannons in effective arcs. Characters can use this knack in place of Artillery to fire cannons and other emplaced guns in ballistic arcs, increasing their effective range. At Theah's level of technology, ballistic techniques for naval Gunnery are not yet effective. (Natural Philosophy, Mathematics, Artillery -- Innovation)

Syrneth Scholar

Characters with the Syrneth Scholar knack are specifically educated about the Syrneth, their works and ruins. This is the knack characters use when modifying or examining Syrneth artifacts. (History, Occult, Natural Philosophy)

NB: This Expert Knack replaces the Syrneth Tinkering school from the Explorer's Society sourcebook; the rules presented there can be used as guidance for the use of this knack.

Porté Scholar

More than any other Sorcery, Porté has a body of dedicated researchers interested in exploring and expanding its limits. This is the knack characters use when developing new uses for Porté and creating Porté artifacts. Characters who do not possess Porté cannot raise this Knack past 3. (Occult, Philosophy)

Sidhe Lore

The Sidhe are an alien people who dwell in a land beside and beyond Avalon; they have their own rules and laws, grouping themselves into courts under a complex system of monarchs and lords. This knack represents expertise in the society of the Sidhe, as well as some knowledge of the limits and power of the Sidhe's glamour. (Occult, History. Characters with the Sidhe Lover background, full-blooded Glamour or the Sidhe Blood, Sidhe Ally, or MacEachern Heritage advantages can purchase this Expert Knack without prerequisite.)

NB: This Expert Knack replaces the Sidhe Lore knack from the Bard Skill in the Avalon sourcebook.

Church Scholar

Few Vaticine priests are experts in their faith: they have a more practical mission, ministering to the needs of their flock. Similarly, missionaries focus on coverting the many who have not found Theus, while monks focus on discipline rather than scholarship. Only a few brave clerics - and others - really delve into the details and difficult questions of their faith. This Expert Knack provides the Hero with detailed knowledge about such questions and represents familiarity with texts and ideas considered but discarded by the Church fathers, dead-end streets on the road to Theus' puzzle. (History, Theology, Philosophy)

Naturalist

Characters with the Naturalist knack have begun a scientific inquiry into the natural world: not just a catalogue of creatures to hunt or the raising of livestock, but the first understandings of how animals relate to each other. This knack can be used to categorize new discoveries and speculate on their relationship to others. (Natural Philosophy, Veterinarian, Survival)

Animalculist

Characters with the Animalculist knack know how to use a microscope to observe tiny creatures - animalcules - invisible to the human eye that seem to live on among human beings. This Knack also encompasses the creation of precise microscopes otherwise unknown to Theah. (Natural Philosophy, Examiner, Diagnosis -- Innovation)

Alchemy

More than the study of chemistry, scholars versed in the ancient art of alchemy combine emerging scientific principles with magical thinking, pushing at the boundaries of realm between science and sorcery. Characters with the Alchemy knack can practice Blood Science, develop alchemical potions and elixirs and otherwise delve into the physical mysteries. (Occult, Natural Philosophy)

NB: This Expert Knack requires the Alchemist advantage from the Invisible College sourcebook. Characters with The Secret (from the Rose + Cross sourcebook) can purchase Alchemist at a discount, paying only 5 HP / 15 XP instead of 10 HP.

Social Knacks

Cold Read

This is the art of deducing things about a person from his or her appearance and mannerisms. Handedness might be determined from a callus upon a knuckle, while a nervous twitch can reveal much to an observant eye. With this Knack you can always enter a conversation with at least a little information about the other person. More often than not, this Knack will be used in Contested Rolls against the Resolve of another, or against one of his other Knacks. (Sincerity, Socialize)

NB: This Expert Knack replaces the Cold Read knack from the Vodacce sourcebook among other places.

Doctor Knacks

Compounds

The apothecaries who frequent Thean streets dispense many drugs, but only one of them is actually effective - opium and its many derivatives. Recently, quinine has also begun to make an appearance on apothecary's shelves, but most medicine is the domain of Quack, not a more nuanced study. This knack allows characters to generate herbal balms that work: sleep aids, immune boosts, and the like. Characters with the time to prepare can add their Compounds knack as a bonus to Surgery rolls when they have access to preserved or premade balms, or twice their Compounds knack if they several hours to fetch fresh ingredients and mix medicines from their constituent chemicals immediately before application. (Natural Philosophy, Diagnosis, Quack)

NB: This replaces the Compounds knack from the Sophia's Daughters sourcebook and other places.

Anatomy

Characters with the Anatomy knack have an expert knowledge of the human body, gleaned from the only place one can really learn: the dissection of human beings, usually stolen corpses. Characters can add their Rank in Anatomy to Surgery checks, and twice their Rank in Anatomy to Invention checks to create new Surgical Techniques (see below.) Because society does not smile upon the dissection of corpses, those who know how this knowledge is learned may look suspiciously on characters with this expertise. (Surgery, Examiner, Diagnosis)

NB: The Anatomy knack cannot be raised to Rank 5 without the dissection of a living human being. Most people with Anatomy 5 are Villains who have engaged in vivisection, though a hero with Surgery 6, vast experience in surgery and a habit of keeping copious notes could also raise Anatomy to 5.

Expert Advantages

Like Expert Knacks, many Expert Advantages are keyed to several Knacks. Unless otherwise stated, they require Rank 4 in one of those Knacks and Rank 2 in the others. Master Advantages require Rank 5 in one of those knacks and Rank 3 in the others.

General Advantages

Great Teacher

  • 45 XP -- Master Advantage

This Master Advantage allows a character with Rank 6 in a Knack to teach others that Knack at Rank 6. This advantage can be purchased multiple times; each time, it applies to a different Knack. (This advantage requires the base Knack at 6.)

Artiste

  • 5 XP

Some artists are more than just experts at their art: they have a certain something else that makes their work catch the eye and push at the boundaries of the form. This Expert Advantage means a character's art is just that: it has something special, something innovative and outside the norm. In addition to the ephemeral benefits of being such an innovator, characters with the Artiste advantage receive a Free Raise on Reputation rolls related to the character's art. (Any appropriate Artist, Merchant or other knack)

NB: A character can purchase the Artiste advantage multiple times. Each time it applies to a separate Knack. Characters can also purchase the Artiste advantage at Character Generation for 3 HP regardless of pre-requisite, representing the character's reputation as a prodigy.

Maestro

  • 15 XP -- Master Advantage

Rare artists have something truly transcendant: their work does not just push the boundaries of their genre, but when mature begins to create an entirely new way of thinking about their art. This Master Advantage represents a character who is creating the ground floor of such a new mode: the first Impressionists, the first masters of Romanesque architecture, the first modiste to create an Empire waist. Characters with this advantage receive an additional Free Raise to Reputation rolls related to the character's art, and is eligible to raise the associated knack to Rank 6 for 25 XP. (The appropriate Artist, Merchant, or other knack, Artiste advantage.)

NB: A character can purchase the Maestro advantage multiple times. Each time it applies to a separate Knack.

Soldier & Swordsman Advantages

Vigilant

  • 10 XP

Characters with this Expert Advantage are always a little bit aware of their surroundings; when Ambushed, they are at a PD of 10, not 5. (Ambush)

Hyper-Vigilant

  • 15 XP -- Master Advantage

Characters with this Master Advantage are hyper-aware: when Ambushed, they are at a PD of 15. (Ambush, Vigiliant advantage)

Combat Tumble

  • 5 XP

Characters with this Expert Advantage are adept at tumbling in combat: they can roll past an opponent, kicking out at him while they perform some other action. This Advantage gives a character a Free Raise to a basic Dirty Fighting attack made while picking up a weapon or performing some other one-Raise action in combat, effectively offsetting the Raise required to draw a weapon. The character must use Rolling as his defense knack until his next Action after performing a Combat Tumble. (Rolling, Kick)

Master of Masters

  • 10 XP -- Master Advantage

The greatest swordsmen are able to turn their knowledge of the blade into supreme skill, able to reach heights of swordsmanship unbeknownst to other swordsmen. Characters with this Master Advantage can raise their Attack knack to 6 for 25 XP. (Any Attack knack, Grandmastery of two schools using that weapon, Mastery of a school using a different weapon.)

Criminal & Spy Advantages

Sneak Thief

  • 15 XP

The character has learned to freeze in place, flatten against a wall or suddenly dive for cover when he thinks he is about to be spotted. This Expert Advantage allows a character with the Stealth knack to spend a Drama Die, declare the nature of his evasion and force an opponent to re-roll a Perception check or other test to detect the sneaking character. (Stealth)

Close Tail

  • 15 XP

The hero has learned to blend in with passers-by, suddenly start browsing a merchant's wares or otherwise move quickly to avoid detection when shadowing a target. This Expert Advantage allows a character with the Shadowing knack to spend a Drama Die, declare the nature of his gambit and force an opponent to re-roll a Perception check or other test to detect the shadowing character. (Shadowing)

Wallflower

  • 15 XP

The character has learned to slump down against a wall, engage some nearby person in conversation or just radiate boring to distract someone who may be about to notice he is something special. This Expert Advantage allows a character with the Unobtrusive knack to spend a Drama Die, declare the nature of his action and force an opponent to re-roll a Perception check or other test to detect the sneaking character. (Unobtrusive)

Commander Advantages

Expert Tactician

  • 15 XP

The character is a master of small-unit planning: with a picked unit of men, a knowledge of the battleground and an objective he can create a plan that will maximize the effectiveness of his troops. Before combat, a hero with this Expert Advantage can make a Wits + Tactics roll to increase the Threat Rating of a Brute Squad under his command by 1. The TN for this roll is based on his knowledge of the location the unit will be fighting in and whether or not the ground is favorable for his objective. The base TN this roll is 30; the commander receives two Free Raises if the situation is favorable or if he is very familiar with the battleground, and must make two Raises if the ground is unfavorable or if he does not have a clear idea of the situation his unit will be moving into, for a final TN between 10 and 50. The hero can use this ability on a number of Brute Squads equal to his rank in Leadership. (Tactics, Leadership)

NB: Characters with the Steil command school receive Raises equal to their Mastery Level for checks involving their personal Brute Squads.

Inspirational Leader

  • 15 XP

Characters with this Expert Advantage are charismatic leaders who can inspire men under their command to fight past their endurance. With a successful Resolve + Incitation check prior to combat, they can give a Brute Squad under their command the Tough quality (iconic for Eisen brutes) for the duration of a scene. The base TN for this roll is 30; the commander receives two Free Raises if he has a strong pre-existing relationship with the Brute Squad in question and two Free Raises if the situation is particularly desperate. The commander must make two additional Raises if he has just met the Brute Squad he is trying to inspire and if there is a strong incentive for the Brutes to surrender or flee, for a final TN between 10 and 50. The hero can use this ability on a number of Brtue Squads equal to his rank in Leadership. (Incitation, Leadership)

NB: Characters with the Steil command school receive Raises equal to their Mastery Level for checks involving their personal Brute Squads.

Expert Commander

  • 15 XP

Characters with this Expert Advantage add twice their Rank in Orders knacks (see above) to Mass Combat rolls involving the Order. (Three Orders Knacks at 4)

NB: Characters with this Advantage can apply its XP cost towards learning a Command School, which they will start at least as a Journeyman.

Doctor Advantages

Surgical Technique

  • 3 XP -- Innovation

The character has mastered a surgical technique otherwise unknown to Theah, allowing the physician to reliably heal wounds that might otherwise kill. Example techniques include Macer's Drain, a chest tube to reinflate a collapsed lung, trepanation to relieve brain swelling, or blood transfusion. Developing a surgical technique requires an Innovation check; instead of the Design and Construction phases, however, the character must Experiment and Perfect the technique. Each week of time requires an additional patient; characters can reduce the number of patients required by making Raises. 1 Raise removes a patient from the Experiment phase, and 2 Raises removes a patient from the Perfecting phase.

NB: Developing a new Surgical Technique and developing any new equipment it may require are separate Inventions. In the case of blood transfusion, for instance, a separate Invention roll would be required to create the pump as outlined in the Invisible College sourcebook.

Triage Expert

  • 5 XP

The character is an experienced and expert battlefield surgeon: he can make quick decisions to restore someone to fighting condition swiftly, though at a cost. Characters with this Expert Advantage can trade points of a patient's Brawn for raises on a surgery check: for every temporary point of Brawn the surgeon removes, he receives three Free Raises to his Surgery roll. For every permanent point of Brawn a surgeon removes, he receives six Free Raises to his Surgery roll. Temporary Brawn returns at the end of the next Story. (Surgery, Diagnosis)