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Troubadourus is part of the
Validus Familiaritas archetype. |
GM Notes on Troubadourus
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Troubadourus (true-BA-door-US) is a type
of Arcane Magic that uses music played from
various instruments as the origin of various
Magical effects.
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Casting Model |
Troubadourus is a form of "Familiarity
Casting", where in there is a set list
of Magic abilities and a character buys
a Familiarity with each Magic ability they
wish to be able to use.
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TROUBADOUR LORE |
All Troubadour have a Power Skill called
"Troubadour Lore", which is EGO
Based. This Power Skill is used to learn
new Powers (detailed below) and also serves
as a combination Knowledge Skill for Troubadourus
Magic, and a Professional Skill for being
a Troubadour if necessary.
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8- |
1 |
11- |
3 |
13- |
7 |
15- |
11 |
17- |
15 |
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The adjoining chart illustrates relative
skill levels by Troubadour Lore roll, and
the cost for each level. The associated
titles don't have any actual literal meaning;
they are merely meant to be illustrative.
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Troubadour Lore: Power Skill (EGO
based)
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Real Cost: 3 points |
A Troubadour can also opt to instead buy
a separate Troubadour Lore Power Skill per
type of Instrument, such as Drum Lore (Power;
EGO Based). As a benefit for doing
this, Troubadours gain a flat +2 specialization
bonus to Power Skill Rolls that only apply
to a single Instrument.
|
This option might prove to be more economical
for a Troubadour that only intends to use
one or two types of Instruments, but is
generally inefficient for practitioners
that intend to have a broader mastery. |
PERFORMANCE |
In addition to their Troubadour Lore, Troubadours
need appropriate Performance related Skills
for each Instrument they want to be able
to use. This is handled via Professional
Skills for each Instrument, or if the Ultimate
Skill is in use with the new Musical Instrument
Familiarity Skill. |
Little Drummer Boy: PS: (Drummer) |
Real Cost: 2 points |
INSTRUMENTS AND
POWER FAMILIARITIES |
There are a number of Instrument sets provided
on the Instrument
Powers document, and by default
each Instrument contains five Powers. Two
of the Instrument Powers are "Basic"
and have no more than 15 Active Points,
while two are "Advanced" versions
of the Basic Powers with up to 30 Active
Points, and finally each Instrument has
a Signature Power with between 31 and 45
Active Points. |
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Each Advanced Power renders their Basic
version obsolete, and some (but not all)
Signature Powers render an Advanced Power
obsolete. An example of the later behavior
is the Signature Killing Note ability from
the Horn set, which is just a better version
of the Advanced Killing Note ability. This
behavior is clearly marked in the Power
listings. |
SELECTING POWERS |
Instead of paying the Real Cost of Instrument
Powers, Troubadours take 2 point Familiarities
with each of the Powers granted by various
Instruments. These Familiarities allows
Troubadours to use the relevant Powers as
if they were actually on their Character
Sheet.
|
Basic |
Basic |
Basic |
Basic |
Basic |
Basic |
Advanced |
Advanced |
Advanced |
Advanced |
Advanced |
Advanced |
Signature |
Signature |
Signature |
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As illustrated by the adjoining table, each
Instrument has six lines of Basic and Advanced
Powers, and three Signature Powers organized
into three groups. |
A Troubadour can chose Powers from
any of the six lines in any order they wish.
However, to take a Familiarity with an Advanced
Power a Troubadour must first have the Basic
Familiarity for that Power, and to take
a Familiarity with a Signature Power a Troubadour
must first have both Advanced Familiarities
for that Group. |
NOTE: A Troubadour that has mastered
an Instrument has spent 30 character points
and has six 30 AP Powers and three 45 AP
Powers at their disposal; (Advanced Powers
render their Basic counterparts obsolete). |
THEMATIC RELEVANCE |
Since Troubadours are only paying a few
points for Familiarities instead of the
Real Cost of their Powers they could quickly
get out of hand if not tightly limited.
Thus the list of Powers available is closed.
A Troubadour can only take Powers specifically
listed, which is to say that players cannot
just write up any given Power, pay a couple
points for a Familiarity with it, and start
using the Power. |
AVAILABILITY |
It is possible for some Instrument sets
to not be available or commonly known in
some areas, or perhaps at all in a given
setting. In all cases check with the GM
ahead of time to determine what Instruments
are available to a given Troubadour. |
SPECIAL POWERS |
Troubadours can have thematically appropriate
Powers over and beyond the Instrument set
model, paying the Real Cost for such abilities
directly. These abilities should each be
appropriate to one of the Instrument sets
that the player has all the Familiarities
for. Such abilities tend to be at least
semi-unique, or at least personalized and
represent a significant opportunity for
individual Troubadours to distinguish themselves.
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A character must pay the normal Real Cost
for such Special Powers, but there is no
Skill Roll required to learn the Power,
and they do not need to take a Familiarity
for the Power. However they are still restricted
by the Instrument Power design requirements
(below); such Powers exist outside the structure
of the Instrument Familiarity schema,
but not the overall mechanics of
the Magic style. Special Powers have the
same SFX as a normal Instrument Power.
|
The only exception to this is that such
abilities may take RSR: Troubadour Lore
if the Player wishes (or the GM insists).
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The stiff costs often involved in such abilities
should be sufficient to keep this sort of
expansiveness under control in most cases,
but GM's are recommended to monitor the
practice for potential abuse. In some campaigns
a GM might allow characters with multiple
Special Powers to put them into an Elemental
Control or Multipower, but this should be
carefully considered. |
EXAMPLE 1: Varef Gasdor is a Troubadour
that has mastered the Horn set and wants
an even more powerful blast ability. With
the GM's permission an ability like the
following Supreme Aural Blast Power could
be added to the character, but the full
Real Cost must be paid.
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Supreme Aural Blast: EB 12d6 (vs.
ED) (60 Active Points); OIF (Horn; -1/2),
Incantations (-1/4), Extra Time (Delayed
Phase, -1/4) |
Real Cost: 30 points |
EXAMPLE 2: Uasa Veardik is a Troubadour
that has mastered the Lute set and wants
a more powerful Dispel vs. Magic. With the
GM's permission an ability like the following
Supreme Sonic Disruption Power could be
added to the character, but the full Real
Cost must be paid.
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Supreme Sonic Disruption: Dispel
20d6, Any Arcane Magic One At A Time (+1/4)
(75 Active Points); OIF (Lute; -1/2), Extra
Time (Full Phase, -1/2), Gestures (-1/4),
Concentration (1/2 DCV, -1/4) |
Real Cost: 30 points |
Restrictions |
There are a number of restrictions which
apply to this type of Magic Use, as follows. |
SET LIST OF SET POWERS |
This type of Magic has a set list of predefined
Powers, called "Instrument Powers".
Further each Instrument set has specific
Powers available to it, and the list is
closed. |
ACTIVE POINT LIMITS |
Basic Powers have a maximum of 15 Active
Points, Advanced Powers are between 16 to
30 Active Points, and Signature Powers are
between 31 and 45 Active Points. |
MINIMUM LIMITATIONS |
All Instrument Powers must have Limitations
totaling to -1, and must cost Endurance
to activate or use. Instrument Powers that
grant Characteristic bonuses (if any) must
take No Figured Characteristics. |
All Instrument Powers must take OIF: (Appropriate
Instrument). This counts as part of the
mandatory -1 in Limitations. Thus Powers
in the Lute set must take OIF: Lute, and
Powers in the Harp set must take OIF: Harp,
and so forth. |
SPECIAL EFFECTS
(SFX) |
Instrument Powers have the SFX of Arcane,
Magic, Troubadourus, Sonic/Music, and whatever
Instrument set a Power originates from.
These mandatory SFX cannot be altered by
any means, including Variable Special Effects.
These various SFX can be interacted with
by other abilities such as Detects, Dispels,
and Adjustments as normal. |
NOTE: The Lute Instrument Power of
Unweaving is always Magic, always Arcane,
always Sonic, always an Instrument Power,
and always from the Lute set of Troubadourus.
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REQUIRED/FORBIDDEN
MODIFIERS |
- No Power may be on Charges
- No Conscious
Control and Independent may not be taken
on any Power
- All Powers must either cost END by default
or take the "Costs END" Limitation
- Powers may take Reduced END
- Powers may take "Costs END Only to
Activate" where allowed by the rules
normally
- All Costs END only to Activate Powers must
have a defined termination, expressed either
as a duration or a specific and reasonably
common event
- Powers must require a Focus to be used
- These FOCI must be Obvious
- Since any Instrument of the Appropriate
type will do for a Focus, the Focus must
be Inaccessible.
- The Focus must consist of a Instrument of
the type appropriate to the Power set; thus
all Lute Powers must require OIF: Lute
- Powers must have a minimum of -1 in Limitations
- No Power can Require a Skill Roll to be
cast.
- A Power may Require an additional Skill
Roll to take effect
- such as a Power requiring a Persuasion skill
roll
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COSTS ENDURANCE |
The single greatest restriction on this
Magic System is that all Spells must cost
Endurance to activate. This serves to restrict
the frequency of Magic Use over a short
term period, such as combat scenes. It also
prevents or discourages certain Power Constructs
from being used by Troubadours due to mechanical
conflicts or inefficiency.
|
ENDURANCE RESERVES |
A Troubadour explicitly may not have
Endurance Reserves for their Instrument
Powers. This is intended as a check against
the extremely low cost of their Powers. |
SPECIALISTS |
Troubadour do not have a concept of "Specializing"
in a formal sense, but a Troubadour that
focuses on mastering one Instrument could
be said to be a "Specialist" in
a literal sense.
|
ARMOR |
Practitioners of Troubadourus can only use
their abilities while wearing no, cloth,
or leather Armor. However, they suffer no
penalties at all to their Instrument Powers
if wearing one of the listed types of armor
(other than non-proficiency penalties if
applicable).
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Creating New Magic
Items |
Troubadour are not able to create magic
items. |