Stretch The Beat:
A Troubadour with this ability is able to manipulate the rate at which
people move within a small area by stretching a drum cadence out. Once
the Troubadour activates the effect with a simple three stroke stretched
beat tempo, the effect will last as long as the Troubadour maintains LOS
and continues to pay END. The beat continues to reverberate throughout
the affected area; those affected appear to have a stilted stride
straining to move normally but steps forced into cadence with the music. |
7 |
Basic Stretch The Beat: Change Environment
1" radius, -4" of Running (14 Active Points); Extra Time (Delayed Phase,
-1/4), Gestures (-1/4), OIF (Drums ; -1/2) [Notes: Troubadourus] | 1 |
15 |
Advanced Stretch
the Beat:
Change Environment 4" radius, -6" of Running (30 Active Points); Extra
Time (Delayed Phase, -1/4), Gestures (-1/4), OIF (Drums ; -1/2) [Notes: Troubadourus] | 3 |
Sonic Bonds: A
Troubadour with this ability is able to encase others in shimmering,
reverberating bonds of pure sound. The Troubadour plays a distinctive up
tempo beat ending with a flourishing drum roll to activate the effect. |
7 |
Basic Sonic
Bonds:
Entangle 1d6, 2 DEF (15 Active Points); Extra Time (Delayed Phase,
-1/4), Gestures (-1/4), OIF (Drums ; -1/2) [Notes: Troubadourus] | 1 |
15 |
Advanced Sonic
Bonds:
Entangle 2d6, 4 DEF (30 Active Points); Extra Time (Delayed Phase,
-1/4), Gestures (-1/4), OIF (Drums ; -1/2) [Notes: Troubadourus] | 3 |
Sonic Stasis:
This ability works like Sonic Bonds, but affects an Area. |
22 | Signature
Sonic Stasis: Entangle 2d6, 3 DEF, Area Of
Effect Nonselective (3" Radius; +3/4) (44 Active Points); Extra Time
(Delayed Phase, -1/4), Gestures (-1/4), OIF (Drums ; -1/2) [Notes: Troubadourus] | 4 |
Wall of Sound: A
Troubadour with this ability is able to erect a shimmering,
reverberating wall of pure sound. A gong is usually used to activate
this effect, but any drum capable of a single sonorous note is
sufficient. One sharp strike is all that is required to activate this
effect. |
5 |
Basic Wall of Sound: Entangle 1d6, 1 DEF (Larger Wall (+2")) (14 Active Points); Only To Form Barriers (-1),
Gestures (-1/4), OIF (Drums; -1/2) [Notes: Troubadourus] | 1 |
10 |
Advanced Wall of
Sound: Entangle 2d6, 3 DEF (Larger Wall (+2")) (29 Active Points); Only To Form Barriers (-1),
Gestures (-1/4), OIF (Drums; -1/2) [Notes: Troubadourus] | 3 |
Sonic Shield: A
Troubadour with this ability is able to encase themselves in a
shimmering, reverberating aura of pure sound that grants excellent
protection from harm. This effect is activated with a stirring drum
roll, the sound of which continues to be heard as long as the effect is
active. The effect lasts as long as the Troubadour continues to pay END
to maintain it. |
7 |
Basic Sonic Shield: Force Field (6 PD/6 ED), Hardened (+1/4) (15 Active Points); OIF (Drums; -1/2), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4) [Notes: Troubadourus] | 1 |
15 |
Advanced Sonic
Shield: Force Field (10 PD/10 ED), Hardened (+1/4), Reduced Endurance (1/2 END; +1/4) (30 Active Points); OIF (Drums;
-1/2), Extra Time (Delayed Phase, -1/4),
Gestures (-1/4) [Notes: Troubadourus] | 1 |
Sonic Screen: A
Troubadour with this ability is able to erect a screen of pure sound
that deflects other forms of energy. It has no effect on physical
dangers, but can be useful to ward out electricity and fire magic. This
effect is activated like the Sonic Shield ability, with a slightly
different beat, and lasts as long as the Troubadour maintains LOS and
continues to pay END to maintain the effect. |
21 |
Signature Sonic
Screen: Force Wall (9 ED; 2" long and 1" tall), Hardened (+1/4), Transparent PD (+1/2) (43 Active Points); OIF (Drums;
-1/2), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) [Notes: Troubadourus] |
4 |
Drums of Doom: A
Troubadour with this ability is able to pound out a depressing rythym
that can sap the will of a target listener. |
7 | Basic
Drums of Doom: Drain END 1d6, Ranged (+1/2) (15 Active Points); OIF (Drums; -1/2), Extra Time (Delayed Phase, -1/4),
Gestures (-1/4) [Notes:
Troubadourus] | 1 |
15 | Advanced
Drums of Doom: Drain END 2d6, Ranged (+1/2) (30 Active Points); OIF (Drums;
-1/2),
Extra Time (Delayed Phase, -1/4), Gestures (-1/4) [Notes:
Troubadourus] | 3 |
Drums of Despair:
A Troubadour with this ability is able to pound out a depressing rythym
that can sap the strength of a target listener. To keep the effect
active the Troubadour must maintain LOS and continue to pay END each
Phase. Also, since Suppress is inherently cumulative in 5e, they can
continue their beat from Phase to Phase (paying END as normal),
increasing the Suppress effect. |
7 | Basic
Drums of Despair: Suppress STR 3d6 (15 Active Points); OIF (Drums;
-1/2),
Extra Time (Delayed Phase, -1/4), Gestures (-1/4) [Notes:
Troubadourus] | 1 |
15 |
Advanced
Drums of Despair: Suppress STR
6d6 (30 Active Points); OIF (Drums;
-1/2),
Extra Time (Delayed Phase, -1/4), Gestures (-1/4) [Notes:
Troubadourus] | 3 |
Drums of Reversal:
A Troubadour with this ability is able to beat out a complex double
rhythym that saps the life force of a target listener and uses it to
invigorate their own. The effect fades quickly however. |
22 | Signature
Drums of Reversal:
Transfer 2d6 (standard effect: 6 points) (BODY to BODY), Ranged
(+1/2) (45 Active Points); OIF (Drums; -1/2),
Extra Time (Delayed Phase, -1/4), Gestures (-1/4) [Notes:
Troubadourus] | 4 |
Spatial Convergence:
A Troubadour with this ability is able to play a quick cascade on their
harp and move themselves to a far distant location. |
7 |
Basic Spatial
Convergence: Teleportation 6", MegaScale (1" = 1 km; +1/4) (15 Active Points); OIF (Harp; -1/2),
Gestures (-1/4), Extra Time (Delayed Phase, -1/4) [Notes: Troubadourus] | 1 |
15 |
Advanced Spatial
Convergence: Teleportation 6", x2 Increased Mass, MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1km (+1/4) (30 Active Points); OIF (Harp; -1/2),
Gestures (-1/4), Extra Time (Delayed Phase, -1/4) [Notes: Troubadourus] | 3 |
Spatial
Translocation: A Troubadour with this ability is able to play a
quick cascade on their harp and relocate themselves in the immediate
vicinity. |
7 |
Basic
Translocation: Teleportation 7" (14 Active Points); OIF (Harp;
-1/2), Extra Time (Delayed Phase, -1/4),
Gestures (-1/4) [Notes: Troubadourus] | 1 |
15 |
Advanced
Translocation: Teleportation 15" (30 Active Points); OIF (Harp;
-1/2), Extra Time (Delayed Phase, -1/4),
Gestures (-1/4) [Notes: Troubadourus] | 3 |
Weft: A
Troubadour with this ability is able to play a complicated syncopation
on their harp, twisting space itself to make two locations as one
temporarily, so that people may step back and forth between them. This
convergence of space remains open as long as the Troubadour maintains
LOS and continues to pay END to maintain the effect. While the effect is
maintained, a beautiful dual harmony of harps can be heard in the
vicinity around both sides of the convergence. |
18 |
Signature Weft: Teleportation 6", Usable Simultaneously (up to 2 people at once; ; +1/2), Area Of Effect (One Hex; +1/2), MegaScale (1" = 10 km; +1/2), Can Be Scaled Down 1km (+1/4), Continuous (+1) (45 Active Points); OIF (Harp; -1/2), Gate (-1/2),
Gestures (-1/4), Extra Time (Delayed Phase, -1/4) [Notes: Troubadourus] | 4 |
Blinding Chords:
A Troubadour with this ability is able to play a discordant pass on
their harp that is so jarring it can afflict a targeted person with
temporary blindness. |
7 |
Basic Blinding
Chords: Sight Group Flash 3d6 (15 Active Points); OIF (Harp;
-1/2), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) [Notes: Troubadourus] | 1 |
15 |
Advanced
Blinding Chords: Sight Group Flash 6d6 (30 Active Points); OIF (Harp;
-1/2), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) [Notes: Troubadourus] | 3 |
Field of Sound:
A Troubadour with this ability is able to play a quick harmony on their
harp which is then persisted within a small area as long as they
continue to pay END and maintain LOS. Those in the area have a very
difficult time paying attention to any other sound for the duration of
the effect. |
7 | Basic Field
of Sound: Change Environment 1" radius, -3 to
Hearing Group PER Rolls, Personal Immunity (+1/4) (14 Active Points);
Extra Time (Delayed Phase, -1/4), Gestures (-1/4), OIF (Harp; -1/2) [Notes: Troubadourus] | 1 |
15 |
Advanced Field
of Sound: Change Environment 4" radius, -4 to
Hearing Group PER Rolls, Personal Immunity (+1/4) (30 Active Points);
Extra Time (Delayed Phase, -1/4), Gestures (-1/4), OIF (Harp; -1/2) [Notes: Troubadourus] | 3 |
Sensory Barrage:
A Troubadour with this ability is able to play a melody so powerful and
entrancing that it overloads the senses of any in or observing the area.
Once activated this effect will continue for 1 additional Phase per 50
Character Points the Troubadour has, rounded in their favor. Thus the
Sensory Barrage of a Troubadour that is a 236 point character lasts for
6 Phases, while that of a 175 point character lasts 5 Phases. |
20 |
Signature Sensory Barrage: Darkness to Sight, Hearing, Smell/Taste and Touch Groups and Spatial Awareness 1" radius, Personal Immunity (+1/4), Costs END Only To Activate (+1/4) (45 Active Points); OIF (Harp; -1/2),
Gestures (-1/4), No Range (-1/2) [Notes: Troubadourus] | 4 |
Soundscape: A
Troubadour with this ability is able to create any combination of sounds
that they want within an area by playing a melody on their harp, The
effect lasts as long as the Troubadour maintains LOS and continues to
pay END. |
7 | Basic Soundscape: Hearing Group Images Increased Size (2" radius; +1/4), +/-2 to PER Rolls (14 Active Points); OIF (Harp; -1/2), Gestures (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) [Notes: Troubadourus] | 1 |
14 | Advanced Soundscape: Hearing Group Images Increased Size (16" radius; +1), +/-3 to PER Rolls (28 Active Points); OIF (Harp; -1/2), Gestures (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) [Notes: Troubadourus] | 3 |
Tableau of Sound:
A Troubadour with this ability is able to create any combination of
sounds and images that they want within an area by playing a melody on
their harp, The effect lasts as long as the Troubadour maintains LOS and
continues to pay END. |
7 | Basic Tableau of Sound: Sight and Hearing Groups Images 1" radius (15 Active Points); OIF (Harp; -1/2), Gestures (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) [Notes: Troubadourus] | 1 |
15 | Advanced Tableau of Sound: Sight and Hearing Groups Images Increased Size (2" radius; +1/4), +/-3 to PER Rolls (30 Active Points); OIF (Harp; -1/2), Gestures (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) [Notes: Troubadourus] | 3 |
21 | Signature Tableau of Sound: Sight, Hearing and Touch Groups Images Increased Size (4" radius; +1/2), +/-3 to PER Rolls (43 Active Points); OIF (Harp; -1/2), Gestures (-1/4), Extra Time (Full Phase, Only to Activate, -1/4) [Notes: Troubadourus] | 4 |
Clarion: A
Troubadour with this ability is able to play a single sustained note
that is so mighty it is able to reduce rock to rubble. |
7 |
Basic Clarion: Tunneling 1" through 4 DEF material (14 Active Points); OIF (Horn;
-1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4) [Notes: Troubadourus] | 1 |
14 |
Advanced
Clarion: Tunneling 1" through 9 DEF material (29 Active Points); OIF (Horn;
-1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4) [Notes: Troubadourus] | 3 |
Killing Note: A
Troubadour with this ability is able to play an aggressive and loud note
that radiates outward from their horn to blast all that stand before
them. |
7 |
Basic Killing Note: Killing Attack - Ranged 1d6-1 (vs.
ED), Explosion (Cone; -1 DC/2"; +1/2) (15 Active Points); OIF (Horn; -1/2),
Incantations (-1/4), No Range (-1/2) [Notes: Troubadourus] | 1 |
13 |
Advanced Killing
Note: Killing Attack - Ranged 1d6+1 (vs.
ED), Explosion (Cone; -1 DC/2"; +1/2) (30 Active Points); OIF (Horn; -1/2),
Incantations (-1/4), No Range (-1/2) [Notes: Troubadourus] |
3 |
13 |
Signature
Killing Note: Killing Attack - Ranged
2d6 (vs. ED), Explosion (Cone; -1 DC/2"; +1/2) (45 Active Points); OIF (Horn; -1/2),
Incantations (-1/4), No Range (-1/2) [Notes: Troubadourus] |
4 |
Aural Blast: A
Troubadour with this ability is able to play a trilling note that is
capable of knocking a person out from across the room.. |
7 |
Basic Aural
Blast: EB 3d6 (vs. ED) (15 Active Points); OIF (Horn; -1/2),
Incantations (-1/4), Extra Time (Delayed Phase, -1/4) [Notes: Troubadourus] | 1 |
15 |
Advanced Aural Blast: EB 6d6 (vs. ED) (30 Active Points); OIF (Horn; -1/2),
Incantations (-1/4), Extra Time (Delayed Phase, -1/4) [Notes: Troubadourus] | 3 |
Fingers of Sound:
A Troubadour with this ability is able to manipulate objects with the
power of their Music. A Troubadour plays a complicated spontaneous jam
on their horn throughout the use of this effect, with the music they are
making matching the actions of the objects they are manipulating in an
abstracted way. The effect lasts as long as the Troubadour continues to
spend END and play their horn. |
7 |
Basic Fingers of Sound: Telekinesis (3 STR), Fine Manipulation (15 Active Points); OIF (Horn;
-1/2),
Incantations
(Throughout, -1/2), [Notes: Troubadourus] | 1 |
15 |
Advanced Fingers
of Sound: Telekinesis (13 STR), Fine Manipulation (30 Active Points); OIF (Horn;
-1/2),
Incantations (Throughout, -1/2) [Notes: Troubadourus] | 3 |
Fists of Sound:
A more powerful version of Fingers of Sound, with this ability a
Troubadour is able to use considerably more force, but at the cost of
finesse. With this ability a Troubadour can accomplish feats of strength
beyond even those of circus strongmen and most mighty thewed warriors,
but the process is tiring. |
22 |
Signature Fists
of Sound: Telekinesis (30 STR) (45 Active Points); OIF (Horn;
-1/2),
Incantations
(Throughout, -1/2) [Notes: Troubadourus] | 4 |
Blaring Note: A
Troubadour with this ability is able to trumpet forth a blaring note
that can knock over those standing before them. |
6 | Basic Blaring Note: Dispel KB Resistance 1 1/2d6, Does Knockback (+1/4), Double Knockback (+3/4), Area Of Effect (3" Cone; +1) (13 Active Points); OIF (Horn; -1/2), No Range (-1/2), Incantations (-1/4) [Notes: Troubadourus] | 1 |
13 | Advanced Blaring Note: Dispel KB Resistance 3d6+1, Does Knockback (+1/4), Double Knockback (+3/4), Area Of Effect (5" Cone; +1) (30 Active Points); OIF (Horn; -1/2), No Range (-1/2), Incantations (-1/4) [Notes: Troubadourus] | 3 |
Defeaning Note:
A Troubadour with this ability is able to trumpet forth a painful,
jarring note that defeans and causes a good deal of damage to a targets
ears. |
7 | Basic Deafening Note: Hearing Group Flash 2 1/2d6, Does BODY (+1) (15 Active Points); OIF (Horn; -1/2), Incantations (-1/4), Extra Time (Delayed Phase, -1/4) [Notes: Troubadourus] | 1 |
15 | Advanced Deafening Note: Hearing Group Flash 5d6, Does BODY (+1) (30 Active Points); OIF (Horn; -1/2), Incantations (-1/4), Extra Time (Delayed Phase, -1/4) [Notes: Troubadourus] | 3 |
22 | Signature Deafening Note: Hearing Group Flash 7 1/2d6, Does BODY (+1) (45 Active Points); OIF (Horn; -1/2), Incantations (-1/4), Extra Time (Delayed Phase, -1/4) [Notes: Troubadourus] | 4 |
Musical Ward:
With this ability a Troubadour is able to deflect dangerous ranged
spells by playing a simple counter rhythm on their lute. |
7 | Basic
Musical Ward: Missile Deflection (Spell EBs & RKAs) (15 Active Points); OIF (Lute; -1/2),
Gestures (-1/4), Costs END (Only Costs END to Activate; -1/4) [Notes: Troubadourus] | 1 |
15 | Advanced
Musical Ward: Missile Deflection (Any Ranged Attack Spell), Trigger (Incoming Attack Spells or Other; +1/2) (30 Active Points); OIF (Lute; -1/2),
Gestures (-1/4), Costs END (Only Costs END to Activate; -1/4) [Notes: Troubadourus] | 3 |
Unweaving: With
this ability a Troubadour is able to weave a musical melody that
insidiously works its way into the mystical matrixes of other magic,
until finally the Troubadour is able to dismantle the magic bit by bit.
This effect takes a long time and is tiring, but allows a Troubadour
with patience to deconstruct even the most powerful of static magical
effects. |
NOTE: If the
Troubadour is interrupted while building up their Cumulative Dispel
effect, they must start over at the beginning if they wish to continue. |
7 | Basic
Unweaving: Dispel 1d6, Any Magic One At A Time (+1/2), Cumulative (24576 points; +3 1/2) (15 Active Points); OIF (Lute;
-1/2), Gestures (Throughout, -1/2) [Notes: Troubadourus] | 1 |
14 |
Advanced Unweaving: Dispel 2d6, Any Magic One At A Time (+1/2), Cumulative (24576 points; +3 1/2) (30 Active Points); OIF (Lute;
-1/2), Extra Time (Delayed Phase, -1/4), Gestures (Throughout, -1/2) [Notes: Troubadourus] |
3 |
Sonic Disruption:
With this ability a Troubadour is able to attempt to actively dispel
Arcane Magic by playing a rapid declination on their lute. |
22 |
Signature
Sonic Disruption: Dispel 12d6, Any Arcane
Magic One At A Time (+1/4) (45 Active Points); OIF (Lute;
-1/2), Extra Time (Delayed Phase, -1/4), Gestures (-1/4) [Notes: Troubadourus] |
4 |
Musical Energation:
With this ability a Troubadour is able to invigorate themselves or
others with an uplifting melody. |
7 | Basic
Musical Energation: Healing STUN 1 1/2d6 (15 Active Points); OIF (Lute; -1/2),
Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Troubadourus,
Healing] | 1 |
15 | Advanced
Musical Energation: Healing
STUN 2d6, Explosion (+1/2) (30 Active Points); OIF (Lute; -1/2),
Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes:
Troubadourus,
Healing] | 3 |
Musical
Rejuvenation: With this ability a Troubadour is able to Heal with
the power of music, invigorating the life forces of themselves or others
with an uplifting melody. |
7 | Basic
Musical Rejuvenation: Healing BODY 1 1/2d6 (15 Active Points); OIF (Lute; -1/2),
Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes:
Troubadourus,
Healing] | 1 |
15 | Advanced
Musical Rejuvenation: Healing BODY 3d6 (30 Active Points); OIF (Lute; -1/2),
Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes:
Troubadourus,
Healing] | 3 |
Rejoin the Dance:
With this ability a Troubadour is able to restore someone that has
recently deceased to life. This is a somewhat weak Resurrection; the
target can't be too far gone or too bad off, and if they died as the
result of a disease or poison they'll likely die again soon after being
revived. However, for those that are only barely and recently dead this
ability can be just the thing.. |
22 |
Signature
Rejoin The Dance: Healing BODY 2 1/2d6, Resurrection (45 Active Points); OIF (Lute; -1/2),
Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes: Troubadourus,
Healing,
Resurrection] |
4 |
Chord of Succoring:
With this ability a Troubadour is able to temporarily enhance the
abilities of themselves or others by playing a catchy little diddy. The
effect lasts as long as the Troubadour maintains LOS and continues to
pay END. |
7 | Basic
Chord of Succoring: Succor 1 1/2d6, any Primary Characterisitc one at a time (+1/4), Ranged (+1/2) (14 Active Points); OIF (Lute;
-1/2),
Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes:
Troubadourus] | 1 |
15 | Advanced
Chord of Succoring: Succor 3d6, any Primary Characterisitc one at a time (+1/4), Reduced Endurance (1/2 END; +1/4), Ranged (+1/2) (30 Active Points); OIF (Lute;
-1/2),
Gestures (-1/4), Concentration (1/2 DCV; -1/4) [Notes:
Troubadourus] | 1 |
Chord of Burgeoning:
With this ability a Troubadour is able to temporarily enhance the
abilities of themselves or others by playing a rousing anthem. While the
effect is active, the recipient is surrounded by the faint echo of the
anthem. |
7 | Basic
Chord of Burgeoning: Aid All Primaries one
at a time 1d6, Can Add Maximum Of 10 Points, any Primary Characteristic one at a time (+1/4) (15 Active Points); OIF (Lute;
-1/2),
Gestures (-1/4), Costs END to Activate (-1/4) [Notes:
Troubadourus] |
1 |
15 | Advanced
Chord of Burgeoning: Aid All Primaries
one at a time 2d6, Can Add Maximum Of 20 Points, any Primary Characteristic one at a time (+1/4) (30 Active Points); OIF (Lute;
-1/2),
Gestures (-1/4), Costs END to Activate (-1/4) [Notes:
Troubadourus] |
3 |
Chord of Ascending:
With this ability a Troubadour is able to temporarily enhance all of the
abilities of themselves or others by playing a powerful anthem. While
the effect is active, the recipient is surrounded by the faint echo of
the anthem. |
22 | Signature
Chord of Ascending: Aid All Primaries Simultaneously 1d6, Can Add Maximum Of 12 Points, Ranged (+1/2), all Primary Characteristics simultaneously (+2) (45 Active Points); OIF (Lute;
-1/2),
Gestures (-1/4), Costs END to Activate (-1/4) [Notes:
Troubadourus] |
4 |
Artistic License:
With this ability a Troubadour is able to change things to suit
themselves with a quick trill of their flute. Generally speaking
anything changed can be changed back via contact with Dispel or Suppress
Magic (not even requiring an Effect roll), but each use can be
adjudicated by the GM as seems appropriate. |
NOTE: Transform
is inherently cumulative in 5th Edition, so a Troubadour can keep
playing for multiple consecutive Phases to achieve more impressive
effects, paying END for each Phase. |
7 | Basic
Artistic License: Major Transform 1d6 (Anything into Anything, GM's Discretion) (15 Active Points); OIF (Flute;
-1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4) [Notes: Troubadourus] | 1 |
15 | Advanced
Artistic License: Major Transform 2d6 (Anything into Anything, GM's Discretion) (30 Active Points); OIF (Flute;
-1/2), Extra Time (Delayed Phase, -1/4), Incantations (-1/4) [Notes: Troubadourus] | 3 |
Glamour: With
this ability a Troubadour is able to change their own appearance with a
puckish melody. This effect lasts as long as the Troubadour continues to
pay END to maintain it. |
NOTE: While
assuming another form, the flute must remain obvious due to it's nature
as an OIF. If the flute is removed or destroyed while the Troubadour is
Shapeshifted they immediately revert to their normal form. |
7 | Basic Glamour: Shape Shift (Sight Group, four (max) shapes) (15 Active Points); OIF (Flute;
-1/2),
Extra Time (Delayed Phase, -1/4),
Incantations (-1/4)
[Notes: Troubadourus,
Glamour] | 1 |
15 | Advanced Glamour: Shape Shift (Sight Group, any shape) (30 Active Points); OIF (Flute;
-1/2),
Extra Time (Delayed Phase, -1/4), Incantations
(-1/4) [Notes:
Troubadourus,
Glamour] | 3 |
22 | Signature Glamour: Shape Shift (Sight, Hearing, Smell/Taste and Touch Groups, any shape), Makeover (44 Active Points); OIF (Flute;
-1/2),
Extra Time (Delayed Phase, -1/4), Incantations
(-1/4) [Notes:
Troubadourus,
Glamour] | 4 |
Tell Me What You
Really Think: With this ability a Troubadour is able to play an
enticing melody, at the end of which a targeted person can be compelled
to vocalize their thoughts. To use the effect cumulatively the
Troubadour must play for several consecutive Phases and pay END for each
Phase. |
NOTE: This
effect isn't Invisible vs Mental, so the affected person knows that they
were coerced by the Troubadour, but other observers do not unless they
have some kind of special perception such as Mage Sight or Mental
Awareness. |
7 | Basic
Tell Me What You Really Think:
Telepathy 1d6 (Human class of minds), Cumulative (24 points; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (15 Active Points); OIF (Flute;
-1/2), Language Based (-1/4), Incantations (-1/4) [Notes: Troubadourus,
Mind-Affecting,
Compulsion] | 1 |
15 | Advanced
Tell Me What You Really Think: Telepathy 2d6 (Human class of minds), Cumulative (48 points; +1), Invisible Power Effects, Hide effects of Power (Fully Invisible; +1) (30 Active Points); OIF (Flute;
-1/2),
Language Based (-1/4),
Incantations (-1/4) [Notes: Troubadourus,
Mind-Affecting, Compulsion] | 3 |
Sonic Invasion:
With this ability a Troubadour is able to play a harsh, sharp, staccato
that causes a splitting headache and even possibly unconsciousness in a
target person. |
7 | Basic
Sonic Invasion: Ego Attack 1 1/2d6 (Human class of minds) (15 Active Points); OIF (Flute;
-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4) [Notes:
Troubadourus,
Mind-Affecting] | 1 |
15 | Advanced
Sonic Invasion: Ego Attack 3d6 (Human class of minds) (30 Active Points); OIF (Flute;
-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4) [Notes:
Troubadourus,
Mind-Affecting] | 3 |
Pied Piping:
With this ability a Troubadour is able to play an enticing melody and
eventually take completely mental control of someone. To use the effect
cumulatively the Troubadour must play for several consecutive Phases and
pay END for each Phase. |
NOTE: This
effect is fully Invisible and thus is very difficult to detect save by
deduction. |
22 | Signature
Pied Piping: Mind Control 3d6, Telepathic (+1/4), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (144 points; +1 1/4) (45 Active Points); OIF (Flute;
-1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4) [Notes:
Troubadourus,
Mind-Affecting, Compulsion] | 4 |
Mental Confusion:
A Troubadour with this ability is able to play a tuneful melody that
lulls a target into a powerful daydream. To use the effect cumulatively
the Troubadour must play for several consecutive Phases and pay END for
each Phase. |
7 | Basic Mental Confusion: Mental Illusions 1d6 (Human class of minds), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (96 points; +1 1/2) (15 Active Points); OIF (Flute; -1/2), Concentration (1/2 DCV; -1/4), Incantations (-1/4) [Notes:
Troubadourus,
Mind-Affecting] | 1 |
15 | Advanced Mental Confusion: Mental Illusions 2d6 (Human class of minds), Invisible Power Effects (Fully Invisible; +1/2), Cumulative (192 points; +1 1/2) (30 Active Points); No Range (-1/2), Incantations (-1/4), Concentration (1/2 DCV; -1/4) [Notes:
Troubadourus,
Mind-Affecting] | 3 |
Entrancement: A
Troubadour with this ability is able to play an intriguing riff that
perplexes a target listener, leaving them trapped in introspection until
they are able to shake it off with a mental shrug. |
7 | Basic Entrancement: Entangle 1d6, 0 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (14 Active Points); OIF (Flute; -1/2), Cannot Form Barriers (-1/4), Incantations (-1/4) [Notes:
Troubadourus,
Mind-Affecting] | 1 |
13 | Advanced Entrancement: Entangle 1d6, 1 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (27 Active Points); OIF (Flute; -1/2), Cannot Form Barriers (-1/4), Incantations (-1/4) [Notes:
Troubadourus,
Mind-Affecting] | 3 |
20 | Signature Entrancement: Entangle 1d6, 2 DEF, Works Against EGO, Not STR (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Based On EGO Combat Value (Mental Defense applies; +1) (41 Active Points); OIF (Flute; -1/2), Cannot Form Barriers (-1/4), Incantations (-1/4) [Notes:
Troubadourus,
Mind-Affecting] | 4 |