| TROUBADOUR SONG'S |
|||
| Appalling Screech (TS-1) RANGE: 50 feet DURATION: immediate EXPERIENCE POINT COST: 1000 BASE CHANCE: 50% RESIST: 2 X WP of will run at full TMR away from the bard for 1 minute. EFFECTS: The bard is able to induce fear into those unfamiliar with him or her. This song will affect even your allies if they have not heard it performed prior to its use. If a wind instrument is used to play the screech its ranges is increased to 75 feet and base chance raised to 70% FATIGUE COST: 7 – EACH RANK ABOVE 5. Battle Chant (TS-2) RANGE: 40 feet DURATION: one hour EXPERIENCE POINT COST: 500 BASE CHANCE: 70% RESIST: May not be resisted. EFFECTS: The bard sings a song that prevents his allies from being affected by the fright table. This song effects 12 people +2 per rank above 5. If drums are used in conjunction with this song the range & number of effected people are doubled and the percentage goes up to 90%. Of course you cannot fight while playing a drum. FATIGUE COST: 7 – EACH RANK ABOVE 5. Boastful Bellow (TS-3) RANGE: 20 feet DURATION: immediate EXPERIENCE POINT COST: 1000 BASE CHANCE: 70% RESIST: 2 X WP EFFECTS: The bard bellows a sonic yell at an opponent that does D5 +3 damage and will stun them unless they roll under 2 X WP. FATIGUE COST: 8 – EACH RANK ABOVE 5. Elemental Rhythms (TS-4) RANGE: 30 feet DURATION: 5 minutes EXPERIENCE POINT COST: 1000 BASE CHANCE: 60% RESIST: May not be resisted. EFFECTS: The bard’s song give all those in range improved resistant to elemental magics. Anyone within the range of the spell add +15% to their MR VS elemental colleges while under the effects of this song. Playing this song on percussion doubles the duration and adds +15% to its success rate. FATIGUE COST: 8 – EACH RANK ABOVE 5. Hymn of restoration (TS-5) RANGE: 30 feet DURATION: must be performed for at least one hour EXPERIENCE POINT COST: 1500 BASE CHANCE: 80% RESIST: May not be resisted. EFFECTS: The bard sings a hymn that accelerates the healing of those in attendance. Those listening to the bard will regain 3 EN or FT per hour and may try to over come any infections or diseases at the end of the hymn. For each additional hour the song is continue the listeners’ gain 3 more EN or FT, but the bard must stop after 3 hours of singing. Obviously, this hymn may not be performed in combat. Using the hymn doubles the chances of a random encounter each hour it is sung. FATIGUE COST: 9 – EACH RANK ABOVE 5 Jig of Vigor (TS-6) RANGE: 30 feet DURATION: performance EXPERIENCE POINT COST: 500 BASE CHANCE: 60% RESIST: May not be resisted. EFFECTS: The bard sings a lively jig that allows those within range and familiar with the bard to ignore the effects of being fatigued. Opponents do not gain any benefits from them either while the song is performed. FATIGUE COST: 7 – EACH RANK ABOVE 5. Lament (TS-7) RANGE: 50 feet DURATION: performance, effect linger for 5 minutes afterwards EXPERIENCE POINT COST: 1000 BASE CHANCE: 60% RESIST: 3 X WP EFFECTS: The bard sings a sad lament that evokes feelings of self-pity and melancholy in those listening to the song. Those listening to the song will ignore the surrounding unless they are threatened or attacked. This song cannot be done if combat is already started. Those effected by the spell act as if stunned for purposes of a pick- pocket. Some bards specialize in interacting with their audience while removing them of their loot . If a string instrument is used the success percentage goes up to 75% and resistance is 2 X WP. FATIGUE COST: 7 – EACH RANK ABOVE 5. Lucid Lullaby (TS-8) RANGE: 30 feet DURATION: performance, effect linger for 5 minutes afterwards EXPERIENCE POINT COST: 1000 BASE CHANCE: 70% RESIST: 3 X WP EFFECTS: The bard sings a child’s lullaby that will cause even hostile creatures to yawn and fall asleep if they fail to make their resistance check. If no hostile actions are done to those listening they will fall sleep within 5 minutes of the songs beginning. FATIGUE COST: 7 – EACH RANK ABOVE 5. Racing Accelerando (TS-9) RANGE: 30 feet DURATION: performance, effect linger for 5 minutes afterwards EXPERIENCE POINT COST: 1000 BASE CHANCE: 70% RESIST: no resistance. EFFECTS: The bard must play a brass instrument while performing this song. If done properly the bard and those within range have their TMR doubled for as long as the song is played. Creatures such as mounts may also benefit from this song, but riders must make a horsemanship check to keep them from being spooked. This song makes an incredible amount of noise and will make the party incapable of surprising anyone and will double the chance of a random encounters. If done underground or in a city it will triple the chance of an encounter and lower the reaction of encounters by -20% This song cannot be played in while actively engaged in combat, but could be played if retreating from combat. FATIGUE COST: 7 – EACH RANK ABOVE 5. Warsong (TS-10) RANGE: 40 feet DURATION: 1 hour EXPERIENCE POINT COST: 2000 BASE CHANCE: 70% RESIST: no resistance. EFFECTS: The bard sings a rousing song of war that grants those familiar with the bard and within range +3 IV, +10% to strike, +2 damage & +15% to resist being stunned. FATIGUE COST: 9 – EACH RANK ABOVE 5. Aria of eagles (TS-11) RANGE: 40 feet DURATION: performance, 30 minutes minimal, effects linger for 1 minute EXPERIENCE POINT COST: 2000 BASE CHANCE: 60% RESIST: no resistance. EFFECTS: The bard sings a light aria that grants all those listening the ability to leap 4 times their normal distance and to attempt to glide while falling. If a wind instrument is used the effects linger for 2 minutes and the success percentage is raised by 15%. This song may not be sung in combat, but its effect may carry over into combat. FATIGUE COST: 5 – EACH RANK ABOVE 8. Melodic binding (TS-12) RANGE: 30 feet DURATION: performance EXPERIENCE POINT COST: 1500 BASE CHANCE: 60% RESIST: 3 x WP, must be made each pulse that the melody is sung. EFFECTS: The bard sings a melodic hymn that confuses those unfamiliar with it and causes them to move at only ½ their TMR, loose one attack, and act more sluggish gaining only ½ their AG to defense. FATIGUE COST: 6 – EACH RANK ABOVE 8. Psalm of cooling (TS-13) RANGE: 40 feet DURATION: immediate EXPERIENCE POINT COST: 2000 BASE CHANCE: 75% RESIST: no resistance. EFFECTS: The bard chants this psalm that confers on its listeners (friend and foe) a heightened resistance to fire. They only suffer half damage from fire based attacks. FATIGUE COST: 5 – EACH RANK ABOVE 8. Psalm of warming (TS-14) RANGE: 40 feet DURATION: immediate EXPERIENCE POINT COST: 2000 BASE CHANCE: 75% RESIST: no resistance. EFFECTS: The bard chants this psalm that confers on its listeners (friend and foe) a heightened resistance to cold. They only suffer half damage from cold based attacks. FATIGUE COST: 5 – EACH RANK ABOVE 8. Purifying rhythms (TS-15) RANGE: 40 feet DURATION: performance EXPERIENCE POINT COST: 2500 BASE CHANCE: 60% RESIST: no resistance. EFFECTS: The bard sings a song that grants all those familiar with it heightened resistance to poisons and diseases, while within the radius of the song effected members gain 4 X EN to resist poisons and diseases. If this song in done in conjunction with a percussion instrument its range is doubled and success percentage is raised by 20% (You have already been poisoned or disease, see a Healer!) FATIGUE COST: 6 – EACH RANK ABOVE 8. Veracious concord (TS-16) RANGE: 50 feet DURATION: performance EXPERIENCE POINT COST: 2500 BASE CHANCE: 45% RESIST: no resistance. EFFECTS: The bard chants this unusual song and confers upon its listeners the ability to see invisible things. Playing a wind instrument raises the songs success percentage by +25% FATIGUE COST: 5 – EACH RANK ABOVE 8. Bombastic Bellows (TS-17) RANGE: 40 feet DURATION: immediate EXPERIENCE POINT COST: 3000 BASE CHANCE: 55% RESIST: 2 X WP EFFECTS: The bard bellows a sonic yell at an opponent that does D5 +6 damage and will stun them unless they roll under 2 X WP. FATIGUE COST: 4 Caster’s bane (TS-18) RANGE: 100 feet DURATION: performance EXPERIENCE POINT COST: 3000 BASE CHANCE: 60% RESIST: MR EFFECTS: This song makes a horrible racket, but even worse it interferes with any spell casting within it range, all caster take an extra pulse to prepare a spell and must make concentrations during the preparation pulse(s) or start the spell over. An added strain is the fact that the song causes such stress that they must pay double the FT cost of a spell. The range is doubled if this song is accompanied by a wind instrument. Casters who accompany the bard must wear earplugs to avoid being effected. FATIGUE COST: 4 Chant of Frost (TS-19) RANGE: 50 feet DURATION: performance EXPERIENCE POINT COST: 2500 BASE CHANCE: 50% RESIST: May be resisted by normal MR (May roll to resist each pulse) EFFECTS: The bard sings this chilling song that has a two fold effect against the targeted individual, it lowers their resistance to cold & air based spells by 15% and then attacks them with frost doing D5+5 damage, ½ if resisted. This songs range is doubled if played on a percussion instrument and the success percentage is +20%. The song may be continued at no additional cost of fatigue other than the starting cost. If a new target is chosen the fatigue cost must be paid again. FATIGUE COST: 4 Chant of Flame (TS-20) RANGE: 50 feet DURATION: performance EXPERIENCE POINT COST: 2500 BASE CHANCE: 50% RESIST: May be resisted by normal MR (May roll to resist each pulse) EFFECTS: Same effects as chant of frost but with fire. FATIGUE COST: 4 Insipid Ditty (TS-21) RANGE: 5 feet DURATION: performance, effects linger for 2 pulses EXPERIENCE POINT COST: 3000 BASE CHANCE: 70% RESIST: 2 x WP EFFECTS: This nasty little song taunts and ridicules the person fighting the bard to such a degree that it enrages them and makes them fight with less precision. If the opponent fails to resist he suffers the following disadvantages: -20% to strike, -6 damage, -5IV and any special combat maneuvers gained by skills function as if the opponent were 3 ranks lower. FATIGUE COST: 6 Lingering lament (TS-22) RANGE: 40 feet DURATION: performance limit of 1 minute, then must play again EXPERIENCE POINT COST: 3000 BASE CHANCE: 65% RESIST: no resistance EFFECTS: This haunting song is literally able to bring’m back from the brink of death, if sung within 2 pulses of a comrades death it will bring their EN up to 1 and keep them at 1 until the song ends. Of course after 1 minute of playing the bard must pay another 6 FT and not beyond the reach the of the song. FATIGUE COST: 6 |
|||