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Skip Navigation LinksContent>Magic>Magic Systems>Validus Familiaritas>Troubadourus>Powers
Troubadourus Instrument Power Sets
Validus Familiaritas

Troubadourus

Troubadourus System Troubadours Troubadourus Variations
Instrument Powers Troubadour Package Deals  
Troubadours work Magic by using the musical properties of various instruments to focus different sorts of Magical effects.
INSTRUMENT SETS
Troubadourus centers around five Instrument sets. Troubadours believe that the sound of different Instruments evoke mystical force that may be channeled by the properly attuned. Each of the Instrument sets is associated with a particular application of Magic as indicated by the following chart.
Drums Magic pertaining to preventing movement and sapping motive forces.
Lute Magic pertaining to protecting, healing, and augmenting.
Flute Magic pertaining to altering and controlling Minds and Bodies.
Harp Magic pertaining to manipulating perceptions, including the perception of space.
Horn Magic pertaining to projecting and manipulating force.
INSTRUMENT POWERS
NOTE: The Cost column reveals the true Real Cost of these abilities and is intended simply to illustrate the correct normal write up of the Powers. Troubadour do not pay this cost; they purchase Familiarities for each ability instead, as explained above under Selecting Powers.
DRUMS
GROUP 1
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
GROUP 2
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
GROUP 3
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
HARP
GROUP 1
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
GROUP 2
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
GROUP 3
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
HORN
GROUP 1
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
GROUP 2
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
GROUP 3
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
LUTE
GROUP 1
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
GROUP 2
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
GROUP 3
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
FLUTE
GROUP 1
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
GROUP 2
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
GROUP 3
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