Glamour is the power of legends, granted to the Avalons by the Sidhe. Glamour has the following areas of specialty, all of which the sorcerer has at his Sorcery(Glamour) Skill Rank, unless he has purchased a Specialty in one or more of the Knacks.
- Mabinogi: The Mabinogi (Legend) Knack represents the maximum number of different Legends that the sorcerer may learn to invoke. Each Legend learned should be marked on the character sheet, and may not be changed. To acquire another Legend, the sorcerer must increase his Mabinogi Rank.
- Cred: The Cred (Belief) Knack represents the strength with which the sorcerer invokes his Glamour abilities. Each Legend has a list of abilities, and each ability comes with a Cred Rank. A Glamour sorcerer may only invoke abilities which have a Cred Rank equal to or less than his Cred Rank.
- Ardduniad: The Ardduniad (Fame) Knack represents the sorcerer's ability to use Glamour to enhance his own reputation. If the sorcerer is a Hero, his Good Reputation is increased by 5xArdduniad. If the sorcerer is a Villain, his Evil Reputation is increased by 5xArdduniad. If the sorcerer is a Scoundrel, both his Good Reputation and his Evil Reputation are increased by 2.5xArdduniad. This "Ardduniad Reputation" may not be lost due to Reputation Actions. Additionally, the sorcerer may add his Rank in Ardduniad to any social Action roll (including Social Attacks).
- Cyfoeth: The Cyfoeth (Power) Knack represents the sorcerer's innate strength of Glamour. The sorcerer may invoke Glamour abilities once per day per Rank of Cyfoeth, without any further cost. After this limit is reached, the sorcerer must spend 1 Drama Die for each further invocation.
- Hawddamor: The Hawddamor (Good Luck) Knack grants the sorcerer improved luck. Divide the sorcerer's Hawddamor Rank by 2, rounding down. This is the number of extra Drama Dice the sorcerer starts with, for each story. Divide the sorcerer's Hawddamor Rank by 2, rounding up. This is the number of Drama Dice that the GM removes from his own pool at the start of every story.
There are no special abilities associated with achieving Adept or Master level in Glamour, apart from the abilities granted by each Knack. The title of Adept or Master has only role-playing significance for Glamour.
As a personal note, I got the Knacks' "Cymric" names from an online Welsh translation dictionary, which generally had several different Welsh words for any given English word. I may have chosen the wrong ones. Anybody who actually knows Welsh should feel free to correct me.
Invoking Glamour does not cost an Action by itself, although actually using the Glamour ability once invoked generally does require an Action. The sorcerer spends a Drama Die (or just marks the invocation against his Cyfoeth limit for the day), and the effect occurs.
The following Legends are available for Glamour sorcerers to acquire. Each ability is listed with a Cred Rank, which is the minimum level of Cred required to activate the ability.
Refer to the base book or the Avalon sourcebook for the flavor descriptions of the Legends. I'm too lazy to type them, and I don't want to intrude on AEG's copyright.
These are sample abilities. If a character wishes to invoke a particular effect which is in line with the Legend, the GM should assign a Cred Rank based on circumstances. The GM has final say as to whether a certain effect fits into the Legend or not.
Characters with a Cred Rank of 6 or more (possible with Grandmaster Training and/or Prestige Ranks) may achieve even more powerful abilities. These could be either extrapolations of the existing abilities, or new ones, depending on the GM's whim.
- Anne o' the Wind
- (1) For the purpose of a single Action where you and another character have an Action for the current Phase, you may choose to go first (or choose to go second), regardless of Initiative Totals.
- (2/3/4/5) Add +10/+15/+20/+25 to any Athletics(Running) roll.
- (4) Promote a Finesse Action to the current Phase with no penalty.
- (5) Promote all your Finesse Actions to the current Phase with no penalty.
- (1/2/3/4/5) Add +10/+15/+20/+25/+30 to any Climbing, Lockpicking, or Stealth roll, or add the same amount to the TN of any attempt to Track you for the rest of the Scene.
- Green Man
- (1/3/5) Target a specific character, including yourself. The next time the target is physically wounded, 10/15/20 Flesh Wounds are removed from the total, before rolling for the Wound Check. If this does not happen before the end of the Scene, the effect is wasted.
- (2/4) Grant a +5/+10 bonus to all rolls to another character for the rest of the Scene. The character takes 1 Dramatic Wound at the end of the Scene. The target must be willing to accept the ability, and you may not apply the ability multiple times on the same target, nor may you apply it on yourself.
- (5) The target may pay the cost (either a Drama Die, or marking it against their own Cyfoeth) for activating either kind of ability described above.
- Iron Meg
- (1/2/3/4/5) Instantly heal 5/10/15/20/25 Flesh Wounds.
- (4) Cancel the effects of a single type of poison that is currently affecting you.
- (5) Automatically succeed at a single Wound Check, regardless of the Target Number.
- Isaac Snaggs
- (1/3/5) Add +5/+10/+15 to any physical Active Defense roll. This may be done after the roll is made.
- (4)Automatically catch a non-firearm missile targeting you. This costs a Wits Action (which need not be current), and is considered a successful Active Defense.
- (5)As above, but firearm bullets may be caught as well.
- Horned Hunter
- (1/2/3/4/5) Add +5/+10/+15/+20/+25 to any physical action based on Brawn or brute strength, which is not a Wound Check or a Damage Roll.
- (2/3/4/5) Add 1/2/3/4 Kept Dice to any physical Wound Check.
- (3/4/5) Add 1/2/3 Unkept Dice to any physical Damage Roll.
- (1/2/3/4/5) Add +5/+10/+15/+20/+25 to any Prestidigitation or Pickpocket roll.
- (3) You may temporarily transform a small object into another small object, as described in the main book.
- (1/2/3) Add +5/+10/+15 to any Disguise roll.
- (4) Automatically succeed at any Disguise roll. This also temporarily hides any existing Appearance modifiers, and may optionally grant Appearance(Above Average) or Appearance(Below Average). This disguise is entirely magical, and disappears at the end of the Scene.
- (5)The Master ability described for Jack in the main book.
- Jeremiah Berek
- (1/2/3/4/5) Add +6/+7/+8/+9/+10 to any Action roll.
- (3) You may roll your exploding dice on a single roll even if you are Crippled or Distracted. You do not have to declare this ability before the roll.
- (4) If you fail a roll, you may activate this ability to attempt the roll again. This may be done only once per roll.
- (5) By invoking this ability, you may attempt any action, regardless of the TN, so long as the action is physically possible for you. However, if you fail, the consequences will be catastrophic for you. Roll a single die. If the die is 6 or more, you succeed. If the die is 5 or less, you fail. The GM may inflict whatever consequences he deems appropriate for the failure, up to and including instant death, if the action you are attempting is truly pushing the bounds of sanity. Players should be careful not to abuse this ability.
- King Elilodd
- (1/2/3/4/5) Add +2/+4/+6/+8/+10 to Social Attack Rolls against a Sidhe. Only "positive" attacks such as Charm may be used against a Seelie, and only "negative" attacks such as Intimidate may be used against an Unseelie.
- (4) You may call out to the Sidhe for aid. Roll Repartee(Charm) against a TN of 25. If you succeed, a Seelie answers the call and aids you for a price. If you fail, make the roll again. If you fail a second time an Unseelie answers your call, and will either attack you out of hand, or charge a much steeper price for its aid.
- (5) As the King Elilodd ability in the Avalon book, p.102.
- King Robert the Dark
- If I ever get around to writing Strategic Combat rules, this will be more useful. Until then, King Bob's not your uncle.
- Mad Jack O'Bannon
- (1) Cut the number of drinks you've had in half before determining your inebriation under the Inebriation rules.
- (2/4) Gain +5/+10 to any Intimidate Social Attack.
- (3) As the Mad Jack Apprentice ability on Avalon p.103.
- (4) As the Mad Jack Adept ability on Avalon p.103.
- (5) You may spend 3 of your Cyfoeth invocations (or Drama Dice to make up the difference if you don't have enough Cyfoeth left, in order to avoid being killed. You permanently lose a point of Cyfoeth and a point of Brawn by invoking this ability, although you may build both back up with experience. Otherwise, this is the same as the Mad Jack Master ability on Avalon p.103.
- Robin Goodfellow
- Note that none of these abilities may be combined for a single attack. Only one may be selected per attack.
- (1) Double the effective range of your next bow attack.
- (1/2/3/4/5) Add +1/+2/+3/+4/+5k0 to your next bow attack's Damage Roll.
- (4) The TN of your next bow attack is 5.
- (5) The effective range of your next bow shot is your line of sight, and you suffer no penalties for range on the attack.
- St. Rogers
- See "King Robert the Dark" above, but substitute "Naval Combat" appropriately.
- Stone Knight
- (1/2/3/4/5) Shout over any distance to 1/2/3/4/5 friends. They will immediately know where you are, and that you are in trouble.
- (3/4/5) Cancel the effects of fear on yourself and 1/2/3 other people.
- (5) As the Stone Knight Master ability, on Avalon p.104.
- (1) You may detect the use of sorcery within 30 feet of you.
- (3) You may automatically resist any sorcerous knack being used directly against you. Your Rank in Cred must be greater than the Rank driving the sorcery.
- (4) You may cancel any attempt to use sorcery, or any active sorcerous effect, within 30 feet of you. Your Rank in Cred must be greater than the Rank driving the sorcery.
- (5) You may invoke this ability to prevent any sorcery being used within 10 feet of you, for a number of Rounds equal to your Resolve. Any active sorcerous effects which enter this area are immediately dispelled. Your Rank in Cred must be greater than the Rank driving the sorcery.