Notes on Savage 7th Sea, Arcane Background Knights of Avalon

Here is a first draft for the Knights of Avalon Arcane Background and their Glamour sorcery. I am envisioning it using the no power points optional rule as a starting place. At this time, there are a number of powers that might be too potent and need to be reduced in power, but this is a place to start from and then go from there.

Arcane Background Knight of Avalon

When you select this background you get access to the Glamour skill that is used to activate your powers. You must also choose which of the knights you are the embodiment of. That choice will give you a major and minor category and you will be able to choose any one Major and two Minor powers from the Luck Glamours, your Major, or your Minor category. Each time you take the Extra Power edge, you learn another Major and one Minor Glamours. You must also follow the seven tenets of the Knight’s Gesa. If you fail to uphold them, your powers become more difficult to use until they are lost. To regain full use, the knight must find another knight to confess and seek atonement from.

Minor Luck Glamours

Petty Luck

With a successful Glamour skill roll, you can use this glamour to add a +2 to your next trait roll.

Heroic Luck

With a successful Glamour skill roll, you get the ability to re-roll one trait test, but you have to accept the new result even if it is worse than what you started with.

Major Luck Glamours

Mythic Luck

With a successful Glamour skill roll, you get to add an extra d6 to your next trait roll.

Mad Luck

With a successful Glamour skill roll, you can give another person an extra d6 to their next trait roll.

Minor Strength Glamours

Stronger than you

With a successful Glamour skill roll, you increase your Strength die type by one, two on a raise for three rounds.

Major Strength Glamours

Reduce the Villain

With a successful Glamour skill roll opposed by the victim’s Spirit roll, you can reduce their Strength die by one type, two with a raise. It can’t be lowered below a d4.

Minor Agility Glamours

Flash

With a successful Glamour skill roll, you get to draw an extra action card each round for three rounds.

Vanish

With a successful Glamour skill roll, you leave no tracks and get a +4 bonus to your stealth rolls for the next hour.

Major Agility Glamours

Sure Strike

With a successful Glamour skill roll, you get a +4 bonus to your melee attacks for the next three rounds.

Bullseye

With a successful Glamour skill roll, you get a +4 bonus to your ranged attacks (throwing and shooting) for the next three rounds.

Minor Spirit Glamours

Sense Sorcery

With a successful Glamour skill roll, you can sense supernatural persons, objects or effects within sight for three rounds.

Mend Ship

With a successful Glamour skill roll, you can heal one wound to your ship, two with a raise. You take a penalty to this roll equal to the number of wounds your ship has taken.

Major Spirit Glamours

Resist Sorcery

With a successful Glamour skill roll, you get a +4 bonus to resist the next hostile magical effect used against you.

Subsume Ship

With a successful Glamour skill roll, you get a +2 bonus to your piloting roll and can take wounds on yourself that would have been dealt to your ship. This lasts for one day.

Minor Vigor Glamours

Pain Is Temporary

With a successful Glamour skill roll, you heal one would, two wounds with a raise. You do not suffer your wound penalties for this roll, but you do suffer a penalty for each wound you have to heal.

No Fear

With a successful Glamour skill roll, you are immune to fear effects for the next three rounds.

Major Vigor Glamours

Endless Vigil

With a successful Glamour skill roll, you can choose 3 inch diameter area. As long as you remain in the area, you do not take wound penalties, and can ignore the effects of any wounds after three for the next day. If you leave the area of effect, or the time expires, the effect ends immediately and you suffer the full effect of all wounds that you have taken. If you have taken enough wounds to be Incapacitated, you must make the standard Vigor rolls and Injury Table rolls.

Minor Smarts Glamours

Arrow Catch

You can safely catch arrows or thrown weapons with a successful Glamour roll if you have held your action and a free hand. This roll is opposed by the throwing or shooting roll. Note that it can not be used to catch bullets.

Summon Sidhe

With a successful Glamour roll, you summon an ally to assist you, but there will be a price to be paid for the ally. See the Summon Ally power.

Major Smarts Glamours

Bullet Catch

You can safely catch bullets with a successful Glamour roll if you have a held action and a free hand. This roll is opposed by the shooting roll.

Sidhe Circle

With a successful Glamour skill roll, a 3 inch diameter area centered on you is created that Sidhe can not enter or use their magic to effect.

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Author: Hours without Sleep

I am a professional software tester, who has an interest in programming, computers, role-playing games, history, and reading in general. This is my third attempt at keeping a blog, and I am going to try putting all of my thoughts in one place, and see how it goes.

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