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FotF Bard

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Sep 10th, 2018
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  1. BARD (d6 HP Die, 6+STR Capacity)
  2. --------------------------------------------------------------------------------------------------------------------
  3. STARTING GEAR
  4. You start with a sling pouch, a waterskin, 1d6 uses of rations, a musical instrument (describe it!), and 1 random item (see random item table). Then, roll on the below table.
  5.  
  6. GARB WEAPON OTHER ITEM
  7. 1 Poor clothes 1 Dagger 1 Book (5 uses)
  8. 2-3 Common clothes & cap 2-3 Club/cudgel 2-3 Fine wine (1 pint)
  9. 4-5 Performer's outfit & outlandish hat 4-5 Shortsword 4-5 Crafting tools
  10. 6 Quality clothes 6 Sling & Ammo pouch 6 Tinderbox, lantern, & lamp oil
  11.  
  12. During Wrap-Up, mark XP if you resolved a conflict without resorting to violence.
  13. ====================================================================
  14. BARD MOVES (you start with all of these)
  15. --------------------------------------------------------------------------------------------------------------------
  16. MINSTREL
  17. You are a wandering performer and poet, travelling the land to spread your songs and learn new ones as well. Choose two methods with which you use to perform (a musical instrument, vocal song, chanting, poetry, storytelling, dancing, etc.) and write them down.
  18.  
  19. Inspiration represents how eloquent and motivational you are. Your maximum Inspiration is equal to your current level, +CHA (minimum 1)
  20.  
  21. Whenever you Keep Company, restore your Inspiration to its maximum.
  22.  
  23. When you interact with a sapient creature in a non-aggressive manner, you may spend Inspiration before you roll the dice to increase the result by +1 for each point of Inspiration spent.
  24. --------------------------------------------------------------------------------------------------------------------
  25. BARDIC PERFORMANCE
  26. Though you seem like a simple musician, your verses carry with them a hidden power. You start with 2 performances memorized. Roll them randomly, or choose them yourself. Every even-numbered level, your experiences and stories shared with others inspire you to compose a new performance; use the same two methods listed above.
  27.  
  28. When you begin a performance, say what effect you want to create within the scope of the performancefs name. This effect will be represented as a numerical bonus to your allies. Then, roll +CHA.
  29. On a 10+, all allies gain 2 hold.
  30. On a 7-9, all allies gain 2 hold, but choose one:
  31. --Your performance has niche appeal: only one ally gains 2 hold.
  32. --Your performance is mediocre; all allies gain only 1 hold.
  33. --Your performance feels insincere: Lose 1 Inspiration.
  34. --Your performance is wearing thin; you cannot use this performance again for 24 hours.
  35. --Your performance attracts unwanted attention.
  36. On a 6-, mark XP, and the Judge makes a move.
  37.  
  38. While you perform, your allies may spend 1 hold to gain +1 to the described effect. If the hold is being used on a roll, it must be spent before the roll is made. Only one hold may be spent at a time.
  39. You may use quick or simple actions and still maintain your performance, but if something happens that would completely interrupt you for more than a few seconds (including starting a new performance), the effect ends and all unspent hold is lost.
  40. Effects could be +1 to an attack roll, +1 to a damage roll, +1 to a Defy Danger roll, +1 armor against a single attack, +1 HP healed from another source, etc.
  41. --------------------------------------------------------------------------------------------------------------------
  42. DISCORDANT VERSE
  43. You may use your performances to negatively influence your enemies. Say what detrimental effect you want to inflict within the scope of the performancefs name (Confused, Fearful, Charmed, Sleepy, etc.), then roll +CHA.
  44. On a 10+, you inflict the condition on your targets.
  45. On a 7-9, you inflict the condition, but choose one from the list below.
  46. --Your performance gets out of control: The condition affects friend and foe alike.
  47. --Your performance is dispassionate: The condition will be weak and/or brief.
  48. --Your performance weighs heavily on you: burn 1d4 Wisdom.
  49. --Your performance is wearing thin; you cannot use this performance again for 24 hours.
  50. --Your performance is distasteful; affected targets will attempt to stop your performance.
  51. On a 6-, mark XP, and the Judge makes a move.
  52.  
  53. This effect will persist for as long as you maintain the performance, and cannot be used to deal direct damage. If a target is influenced to do something it consciously knows is against its nature (attacking its ally, ignoring an obvious threat, a merchant giving you free wares, etc.), it will break free from the effect.
  54. --------------------------------------------------------------------------------------------------------------------
  55. SOOTHING LULLABY
  56. When you are able to rest in a safe and quiet location for several minutes, you may burn 1 Dexterity to roll +CHA.
  57. On a 10+, all who hear you heal 1+CHA points of health and/or ability damage.
  58. On a 7-9, all who hear you heal 1 point of health and/or ability damage.
  59. On a 6-, mark XP. All who hear you feel their minds wander, and burn 1 Intelligence.
  60. ====================================================================
  61. ADVANCED MOVES
  62. --------------------------------------------------------------------------------------------------------------------
  63. LINGERING LYRICS
  64. The effects of your Bardic Performance and Discordant Verse continue for Duration 1 after you stop performing, or until you begin a new performance.
  65. --------------------------------------------------------------------------------------------------------------------
  66. PREACH TO THE CHOIR
  67. You are eligible to receive hold from your own Bardic Performance, and healing from your own Soothing Lullaby.
  68. --------------------------------------------------------------------------------------------------------------------
  69. FAVORED GENRE
  70. When you gain this move, choose a specific effect that can be created with your Bardic Performance, and another specific effect that can be created with your Discordant Verse. Write them down. Whenever you roll to create either of these effects, take +1 to the roll.
  71. Whenever you level up, you may choose to change your favored effects, as your character grows and their tastes change.
  72. --------------------------------------------------------------------------------------------------------------------
  73. DIRECT DIPLOMACY
  74. You may spend Inspiration on aggressive actions against sapient creatures, as long as neither you nor anyone else is attempting to physically assault them.
  75. --------------------------------------------------------------------------------------------------------------------
  76. PROFESSIONAL PERFORMER
  77. When you use the Work move in a familiar location and choose to roll +CHA, you are always treated as at least a skilled laborer, and get +1 to your roll.
  78. --------------------------------------------------------------------------------------------------------------------
  79. MASTER MAESTRO
  80. When you begin a Bardic Performance and roll 10+, you may spend 1 Inspiration to give your allies 3 hold instead of 2.
  81. --------------------------------------------------------------------------------------------------------------------
  82. SONOROUS SPELLCASTER (requires Level 5 and INT+1)
  83. If you have spent 1 month of downtime studying spells, you may begin multi-classing as a Magic-User, and add Magic-User moves to this playbook. Choose your starting spells from those that you have studied.
  84. --------------------------------------------------------------------------------------------------------------------
  85. MELODIOUS MEDIC
  86. When you roll a 7+ on Soothing Lullaby, you may choose to spend Inspiration to increase the amount of points healed by 1 for every Inspiration spent.
  87. --------------------------------------------------------------------------------------------------------------------
  88. SMOOTH-TALKER
  89. When you make any Settlement or Pass Time action, you may burn 1 Charisma to reroll your attempt, but you must take the second result.
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