Legend of the Seventh Sea

7th Sea Revised - Living Rulebook

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rules:creation:traits:sorcery:laerdom

Laerdom

Lærdom (lair-dom) is the study of words believed to be the 'true names' of things or concepts. According to the Skjæren (skyair-en, “Rune Carvers”) these twenty-four words were spoken by the ancestors of the Vestenmannavnjar who went on to become the Living Runes. Each represents a physical or emotional characteristic which is embodied by the god who first carved it.

Today, Skjæren are able to tap into the primal forces of the world through use of the Lærds (lairs, “Runes”).

  • An apprentice can invoke the power of the rune (by sketching it into sand, drawing it on paper, etc), This requires a single action and a Resolve + Laird roll against a TN of 20 (I might drop this to 15 if it proves too high).
  • An adept can inscribe the rune into an object which then allows another to make use of the rune's power. This requires five actions (or perhaps more depending on the material the item is made from) and a Resolve + Laird roll against a TN of 30. An inscribed rune can then be invoked by anyone holding the item (as per the invoke rules).
  • A master can become the living embodiment of a rune by branding it onto their body. The requires ten actions and cannot be carried out while in combat or otherwise distracted and a Resolve + Laird roll against a TN of 40. You will only ever have to do this once and you then permanently embody that rune (unless you somehow lose the brand).

Runes

Kjott (Flesh)
  • Invoke: Gain +2k0 on attempts to resist deception or beguilement (duration 1 round plus 1 round per raise). Counters the effects of Varsel.
  • Become: Permanently gain +2k0 on attempts to resist deception or beguilement. Counter the effects of Varsel at will.
Bevegelse (Empathy)
  • Invoke: Gain +2k0 on attempts to persuade or sway the opinions of others (duration 1 round plus 1 round per raise).
  • Become: Permanently gain +2k0 on attempts to persuade or sway the opinions of others.
Varsel (Omen)
  • Invoke: Anything you say can be understood only by those you wish (this crosses language barriers), all others hear only gibberish (duration 1 round plus 1 round per raise). Countered by Kjott.
  • Become: You may use the abilities of Varsel at will.
Ensomhet (Solitude)
  • Invoke: Gain +2k0 on all Resolve based skill rolls (duration 1 round plus 1 round per raise).
  • Become: Permanently gain +2k0 on all Resolve based skill rolls.
Styrke (Strength)
  • Invoke: Gain +1k0 on all Damage rolls (duration 1 round plus 1 round per raise).
  • Become: Permanently gain +1k0 on all Damage rolls.
Uvitenhet (Mystery)
  • Invoke: Gain +2k0 on attempts to deceive another (duration 1 round plus 1 round per raise). Blocks the abilities of Fornuft.
  • Become: Permanently gain +2k0 on attempts to deceive another. You are assumed to always be blocking Fornuft unless you voluntarily lower this defence.
Stans (Calm)
  • Weather
    • Invoke: Reduces the intensity of weather in the area by one (plus one for each raise made) step. This will not change the weather type, only make the existing weather (wind, rain, etc) better.
    • Become: You may reduce the intensity of weather in the area by one step per action, you may spend additional actions to continue reducing the intensity.
  • Emotion
    • Invoke: Gain +2k0 on attempts to calm the mood of a person or group (duration 1 round plus 1 round per raise).
    • Become: Permanently gain +2k0 on attempts to calm the mood of a person or group.
Storsaed (Greatness)
  • Invoke: Make a number of raises up to your lowest trait. If successful you may then distribute an equal number of free raises amongst your allies.
  • Become: Once per day you may distribute a number of free raises equal to your lowest trait amongst your allies.
Kyndighet (Skill)
  • Invoke: You may reroll one skill dice per action for the duration (duration 1 round plus 1 round per raise).
  • Become: Once per day you may reroll any skill roll and take the better result (all bonuses and penalties to the roll still apply).
Sterk (Wholeness)
  • Invoke: Your TN to be hit is increased by +5 for the duration (duration 1 round plus 1 round per raise).
  • Become: Your TN to be hit is permanently increased by +5.
Velstand (Wealth)
  • Money
    • Invoke: Any money earned is increased due to poor haggling, generosity or foolishness on the part of the other party (duration 1 round plus 1 round per raise).
    • Become: Any money earned is increased due to poor haggling, generosity or foolishness on the part of the other party.
  • Wisdom
    • Invoke: You may ask a question relevant to your current situation, if any past skjaeren devoted to Velstand has had relevant experience they will grant the knowledge to you.
    • Become: Once per day you may commune with the spirit of a past skjaeren about a particular topic, the GM will decide when this conversation ends.
Fjell (Mountain)
  • Invoke: You may ignore the effects of one dramatic wound for the duration (duration 1 round plus 1 round per raise).
  • Become: You may ignore the effects of one dramatic wound (effectively can take an extra wound before becoming crippled).
Host (Harvest)
  • Invoke: You may choose to lower a single trait by one pip. After at least a day has passed you may then invoke this rune in order to restore trait to it's normal level + 1 (duration 1 round plus 1 round per raise, after which the trait returns to it's normal level).
  • Become: ???
Grenselos (Unbound)
  • Invoke: For the duration you may will all bindings and restraints to fall from your body (duration 1 round plus 1 round per raise). Note that you can still be stopped by locked doors or the like.
  • Become: You may will any bindings and restraints to fall from your body. Note that you can still be stopped by locked doors or the like.
Krieg (Warrior)
  • Invoke: Gain +1k0 on all attack rolls (duration 1 round plus 1 round per raise). You are also considered to be skilled in all weapons (i.e. your dice will explode even if your rank is 0).
  • Become: Permanently gain +1k0 on all attack rolls. You are also considered to be skilled in all weapons.
Nod (Intensity)
  • Weather
    • Invoke: Increases the intensity of weather in the area by one (plus one for each raise made) step. This will not change the weather type, only make the existing weather (wind, rain, etc) worse.
    • Become: You may increase the intensity of weather in the area by one step per action, you may spend additional actions to continue increasing the intensity.
  • Emotion
    • Invoke: Gain +2k0 on attempts to increase the ire of a person or group (duration 1 round plus 1 round per raise).
    • Become: Permanently gain +2k0 on attempts to increase the ire of a person or group.
Sinne (Anger)
  • Invoke: Gain +2k0 on all Brawn based skill rolls (duration 1 round plus 1 round per raise).
  • Become: Permanently gain +2k0 on all Brawn based skill rolls.
Tungsinn (Gloom)
  • Invoke: All opponents within short range must immediately make a fear check against the Skjaeren's fear rating which is +1 plus an additional 1 for each raise made.
  • Become: Permanently gain a fear rating of 1.
Herje (Ruin)
  • Invoke: Choose a target within short range, the next action they take suffers a penalty of 1 plus 1 for each raise made.
  • Become: Once per day you may force an opponent to reroll any skill roll and take the worse result (all bonuses and penalties to the roll still apply).
Reise (Journey)
  • Invoke: Gain +2k0 on all perception based rolls (duration 1 round plus 1 round per raise).
  • Become: Permanently gain +2k0 on all perception based rolls.
Fornuft (Gateway)
  • Invoke: You may view a distant but familiar place (you must be able to clearly visualise the area) as though you were stood there (duration 1 round plus 1 round per raise).
  • Become: Once per day you may view any location you have ever visited - even briefly.
Lidenskap (Passion)
  • Invoke: You may increase the ambient temperature in the area by one (plus one for each raise made). This includes parting clouds and increasing the intensity of the sun
  • Become: You may increase the ambient temperature in the area by one step per action, you may spend additional actions to continue increasing the temperature.
Kjolig (Hatred)
  • Invoke: You may decrease the ambient temperature in the area by one (plus one for each raise made). This includes dulling the sun and clouding the skies.
  • Become: You may decrease the ambient temperature in the area by one step per action, you may spend additional actions to continue decreasing the temperature.
Villskap (Fury)
  • Invoke: You may hurl a bolt of raw electrical energy from your hands; use Finesse+Villskap (keep highest) for your attack roll (Engaged -0, Short -5, Long -10, Extreme -20) and Brawn+Villskap (keep Villskap) for your damage roll.
  • Become: ???
rules/creation/traits/sorcery/laerdom.txt · Last modified: 2014/07/23 12:04 by pringle9984