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In a DragonQuest world, a minstrel who wishes to be welcome for his entertainment abilities during his travels is known as a troubadour. A troubadour becomes a multi-talented performer as he increases his experience in the field. The troubadour is also a student of the people he visits, and is as knowledgeable as a scholar in the matter of customs. A troubadour, being a skilled actor, can also be a master of disguise. The most useful ability a troubadour will gain is his bardic voice, which enables him to influence the actions of all but the deaf. The abilities subsumed in the troubadour rules are usable by such a character in situations not explicitly covered in the next few pages. The GM should improvise and allow a troubadour character to use his skill in appropriate instances.
A troubadour acquires one ability per Rank. The character begins with one of the following abilities at Rank 1. All acquired abilities can be performed skillfully.
1. Play one instrument of the player's choice. 2. Sing or chant. 3. Recite stories and legends. 4. Compose stories and legends. 5. Perform mime. 6. Mimic speech. 7. Act out skits or parody. 8. Tell and compose jokes. 9. Dance (especially folk dance). 10. Dress appropriately to all situations. 11. Simulate wide range of emotions. 12. Execute acrobatics. 13. Amuse small children. 14. Amuse semi-intelligent creatures. 15. Appear attractive.
A troubadour may gain additional abilities after achieving Rank 10 by the expenditure of 500 Experience Points per ability.
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TROUBADOUR
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A troubadour's chance of successfully performing minor magic is increased by 2 per Rank. If a troubadour is a mage of the College of Illusions, they add 1 to their modified chance to cast a spell for every Rank they achieve. When a troubadour uses his Perception value to gain information about the customs or habits of humanoids, add 2 per Rank he has achieved to his success percentage. A troubadour can use disguise to appear of a different humanoid race, gender, or profession. A troubadour cannot disguise himself as a member of a race for which his size is inappropriate (e.g., an elf troubadour cannot disguise himself as a Halfling) or as practitioner of a profession for which he is basically unsuited (e.g., a frost giant troubadour could not imitate a jockey). A troubadour's disguise ability is intended to fool someone who does not know the humanoid the troubadour is masquerading; if the troubadour is attempting to pass himself off as an acquaintance of a particular being, the GM will have to determine the chance of the substitution being noticed. A troubadour's base success percentage to use this disguise ability is (12 x Rank) %. Subtract:
1. 2 X PC of the being to be deceived by the troubadour if the troubadour is impersonating a member of his own race. 2. 4 x PC of the being to be deceived by the troubadour if the troubadour is impersonating: a member of another race. 3. (11 - [Troubadour's Rank] ) if he impersonates a person of opposite gender.
If the GM's roll on percentile dice is equal to or less than the troubadour's success percentage, the being to whom the troubadour is falsely representing himself is taken in. If the roll is greater than the success percentage, the being notices inconsistencies (with the role being assumed) in the troubadour's appearance or behavior. The inconsistency becomes more glaring as the roll approaches 100. If a troubadour is using disguise in close proximity to a being, a check against their success percentage must be made every hour. A troubadour can use their bardic voice to charm, several beings at once. A troubadour may use his bardic voice on not more than (2 + [2 x Rank]) beings who can understand the language which he speaks. The troubadour may not use charm ability in combat, but may use it against hostile beings. A Willpower check must be made for every being the troubadour hopes to affect. The success percentage for the Willpower check is ([10 x Troubadour's Rank] - [2x Being's Willpower] )%. If the roll is less than or equal to the success percentage, the being is charmed, as described in the College of Ensorcelments and Enchantments spell of the same name. If the roll is greater than the success percentage, the being is not affected. A troubadour must spend (12 - Rank) Fatigue Points every time he uses the bardic voice ability.
A troubadour must spend (50 + [100 x Rank) Silver Pennies per year to supply himself with the props necessary for his trade.A troubadour who does not spend the above amount operates as if they were two Rank less proficient. If the rank of a troubadour is reduced to a negative number, the use of the skill is temporarily lost.
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NEW SONGS FOR TROUBADOURS The following songs may be learned by Troubadours who have reached various ranks and spend the time and training (experience point to learn the song.) Most songs can be done on voice alone, but some are enhanced when done with an instrument. Songs take two pulses to prepare if the troubadour is using his voice alone, or one pulse if they require an instrument. Unlike spell casters, bards can get attacked and will still continue their song as long as they are not stunned or knocked unconscious. If a bard has enough FT he may sing a new song immediate after the conclusion of the previous one with no preparation time, but anytime he does so he lowers the success percentage by 10% for each addition song that is woven into the hymn. Bards may weave a total of 3 songs at a time. Instruments may never be used in song weaving, only the voice of the bard. Creatures that are deaf are immune to these songs, as well any creature incapable of understanding the song.
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SONGS LEARNABLE @ 5 AND HIGHER Jig of Vigor Racing Accelerando Battle Chant Elemental Rhythms Hymn of Restoration Warsong Lament Boastful Bellow Lucid Lullaby Appalling screech
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SONGS LEARNABLE @ 8 AND HIGHER Purifying Rhythms Melodic Binding Aria of Eagles Psalm of Warmth Psalm of Cooling Veracious Concord
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SONGS LEARNABLE @ 10 Chant of Frost Chant of Fire Bombastic Bellow Lingering lament Caster’s Bane Insipid Ditty
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