Bard's Songs

Level 1

COR KE'ARIFIS

Performance: Sing Thread: 2
Thread Diff: 6
Range: 10 hexes
Difficulty: (Arifis stones) 2
Duration: Rank + 3 Minutes
Effect: See Text

This is the legend of the silver light. Whille playing this song, the bard make Arifis stone radiate a silver light, equivalent to a candle.

MESMERIATH

Performance: Sing
Thread: 1
Thread Diff: 7
Range: 5 hexes
Difficulty: TSoD
Duration: Rank + 3 Minutes
Effect: -3 to all actions

This Elven song about ghost is quite scary, played slowly with a deep voice, this song can distract any foe. When successfully played, it gives a -3 to all actions.

BADH’R TIANAE

Performance: Sing & Play
Thread: 2 (10 min each)
Thread Diff: 8
Range: 10 hexes
Difficulty: TSoD
Duration: Rank hours
Effect: CHA + 7
This is an ancient Elven melody, gives the party endurance to travel long distance. The endurance bonus is based on the level of success of the effect test.

Average +3
Good +4
Excellent +5
Extraordinary +6

GHAR’KORICH’S FURY

Performance: Sing & Play
Thread: 2
Thread Diff: 7
Range: 10 hexes
Difficulty: TSoD
Duration: Rank + 2 Rounds
Effect: CHA + 4
This old troll tune increases the aggressiveness of your party in combat, by driving them into a combat fury. Based on the success level of the bard's test, the effect is as followed

Average -3 Physical Defense, +1 step atttack test, +2 step damage test
Good -2 Physical Defense, +1 step atttack test, +3 step damage test
Excellent -1 Physical Defense, +2 step atttack test, +3 step damage test
Extraordinary +3 step atttack test, +4 step damage test

THE SEEKER'S BALLAD

This song will produce light when exploring, bright as a torch for as long as the ballad is played.

Thread: 0
Difficulty: 2

WAYLAND'S WATCH This song will sooth your savage foes, making them do less damage in combat.

Thread: 0
Difficulty: Target Social Defense

Poor nil
Average -1 Step to Dmg
Good -2 Steps to Dmg
Excellent -3 Steps to Dmg
Extraordinay -4 Steps to Dmg


BADH'R KILNFEST

This is an ancient Elven melody, which will heal the party's fatigue, at the rate of 1 strain/character per round. Thread: 3
Difficulty: Target Social Defense (Cannot be lowered)

THE TRAVELLER'S TUNE This melody makes the members of your party more dexterous and agile, and thus more difficult to hit.

Thread: 1
Difficulty: Target Social Defense (Cannot be lowered)

Poor nil
Average +1 Step to Physical Defence
Good +1 to Physical Defence
Excellent +2 to Physical Defence
Extraordinay +3 to Physical Defence


LUCKLARAN

This song sets up a partial “anti-magic” field, which gives party members some increased protection against spell casting.

Thread: 1
Difficulty: Target Social Defense (Cannot be lowered)

Poor nil
Average +1 Mystic Armor
Good +2 Mystic Armor
Excellent +3 Mystic Armor
Extraordinay +4 Mystic Armor


Level 2

Travelers' Boon

This joyful song is quite renown among travelers of all kind. Yet many know this song, only a skilled bard can give life to this long and epic story. When performing during travel, the bard grants to friendly travelers a boost of moral, acuteness and strength to make the trip as safe as possible through these dangerous lands
When successful, this song grants:

  • Acute sens, +2 step to all perception test
  • Acute Reflexes, +2 step on trap initiative
  • Fatigue resistance , +2 step on endurance test for fatigue


Performance: Sing & Play
Song Type: Adventure
Thread: 3 (10 minutes per thread)
Thread Diff: 8
Range: Rank x 5 feet radius
Target Type: Area
Targets: Upto rank friendly travelers
Difficulty: Individual Social Def

Note: Travelers must be traveling for at leas an half an hour. The effect of the song breaks if the party stops for any reason, even just for a break.

The Golden Fleece Legend

This slow ballad is about the ancient history of a legendary golden fleece and his last owner who disappeared in “The House of Cuir”. The golden fleece was said to protect him against illness of this world. Even if his famous saying was: “I'm not really into that!”, he was a good drinker. He drank a river of Brew, Yet he was always sober.
When properly sing, Norlughan Mantle grants designated friends a mystical protection against any adversities. Based on the success level of the bard's test, the effect is as followed

Failure -3 step Attack test
Poor -2 step Attack test
Average -1 step attack test, +1 to all defense
Good -1 step attack test, +2 to all defense
Excellent +2 to all defense
Extraordinary +4 to all defense

Performance: Sing & Play
Song Type: Combat
Thread: 2
Thread Diff: 7
Range: Rank x 5 feet radius
Target Type: Targeted
Targets: Upto rank friends
Difficulty: Highest Social Def + 1 per additional target


Of Roses and Passion

WORK IN PROGRESS
Elves have no match when it comes to love song. This elvish poetic song is about seduction… the elvish way! Seduction, love, passion and roses. Although, originally written to seduce females, this song has slight variation for male seduction. The effect is based on the success level required.

Failure Nothing, target has no felling
Poor Target is pleased, no bonus
Average +3 step to all interaction test for the next 24h
Good +3 step to all interaction test for the next 24h, Target is one relation level higher
Excellent Same as Good, but with the effect last for a week
Extraordinary Same as excellent, the target relation is increased by 2 levels

Performance: Sing & Play
Song Type: Adventure
Thread: 2 (30 minutes per thread… do not rush seduction!!!)
Thread Diff: 9
Range: Rank x 5 feet radius (The closer the better, I guess)
Target Type: Targeted
Targets: One person of the opposite sex
Difficulty: Individual Social Def

Race Modifier \ Bard race Elf Human Okr Troll Dwarf Windling T'Skrang Obsidimen
Elf -1 0 +3 +5 +2 +2 +3 +4
Human 0 -1 +2 +3 +2 +2 +2 +3
Ork +3 +2 -1 +1 +3 +5 +3 +5
Troll -1
Dwarf -1
Windling -1
T'Skrang -1
Obsidimen -1

Level 3

Moonshadow Lullaby

This sweet lullaby can relaxes and prepare anyone to a wonderful and peaceful sleep. When friends are falling asleep while listening to this song, they are grant bonuses for their next recovery test if they have rest enough.

Failure -2 step on next recovery test
Poor no gain… no pain
Average +2 step on next recovery test
Good +2 step on next recovery test
Excellent +3 step on next recovery test
Extraordinary +4 step on next recovery test

Performance: Sing & Play
Song Type: Adventure
Thread: 2
Thread Diff: 9
Range: Rank x 5 feet radius
Target Type: Area
Targets: Upto rank friends
Difficulty: Individual Social Def


Level 4

Astral Harmonic

This musical piece enables the bard to create a wave that sync with the fundamental harmonics of the astral plane. It therefore creates a reverberation sound that only the player can sense. The reverberation enables the caster to identify which items, peoples and places has an astral presence or threads linking them with the astral. The threading success rate will determine the range at which the harmonic can create a reverberation still perceivable and the success rate on the spell casting will determine the astral presence detected and their school of magic.

Performance: Music Only
Song Type: Adventure Thread: 1
Thread Diff: 10
Range: See table
Target Type: Area
Targets: All in range
Difficulty: Individual spell defense
Strain: 2 (from the first round and every round sustained)

Thread Weaving Success Table

Average 10 yards
Good 15 yards
Excellent 20 yards
Extraordinary 25 yards


Spell Casting Success Table

Average Astral Presence Detected
Good Spell/Effect Duration OR Dispel Difficulty
Excellent Number of Threads
Extraordinary Magic School

Harpy Shriek

This is NOT a song! It is a nightmare for the ears! When a bard start singing the Harpy Shriek, all spellcaster in range starts feeling unusual distortion in the ether itself. As a matter of fact if effected, a spellcaster's thread and spellcasting suffers a +rank difficulty number until next round. The not song can be sustained, paying the strain at the beginning of the round.

Performance: Sing Only
Song Type: Combat Thread: 0
Thread Diff: NA
Range: Rank + 5 x 5 feet radius
Target Type: Area
Targets: All in range
Difficulty: Individual spell defense
Strain: 1 (from the first round and every round sustained)

Kpanlogo is a celebration drum beat played by the Moolo tribe, south of the Junjihavith island. This beat comes with its dance, once properly played and danced, the dancers feel a boast of moral and energy that last for while. Usually played during the evening, Moolo's dancers use this rhythm to give them strength and courage to go through the night and the next day.

To gain the benefits of this beat, a bard must perform for 2 hours, and his audience must dance for that period. After the 2 hours of music and dance, the beat ends abruptly in a sharp slap. Then the bard makes the Mystical Instruments test to determine the effect.

Many players cam play Kpanlogo altogether. Before starting the rhythm, a leader is chosen. The leader must have Mystical Instruments skill of at least a rank 1. The leader is the one that will roll any test during the performance. Any assisting players can provide the karma for any test perform by the leader. Any number of karma can be use for any test.

When successfully performed, dancers receive a pool of bonus steps that can be use for any Strength base test (including damage test) or any Toughness base test for the next 24 hours. Each bonus gives extra step on the test, and only one of these bonuses can be applied per test.

Failure No Bonuses… It was just a great celebration to life
Poor No Bonuses… It was just a great celebration to life
Average Leader Rank + 1 per assitants wt Mystical Instruments skill. Each bonus gives +2 step
Good Leader Rank * 1.5 + 1 per assitants wt Mystical Instruments skill. Each bonus gives +2 step
Excellent Leader Rank * 1.5 + 1 per assistants wt Mystical Instruments skill. Each bonus gives +3 step
Extraordinary Leader Rank* 2 + 1 per assitants wt Mystical Instruments skill. Each bonus gives +3 step


Performance: Play Only (percussion instrument)
Song Type: Adventure Thread: 8 (15 min per thread)
Thread Diff: 16
Range: 10 + Rank + #assistant * yard radius
Target Type: Targeted
Targets: Sum of all player's Mystical Instruments skill rank dancers*
Difficulty: Individual social defense
Strain: 1 per thread (players and dancers)

* If a players does not have Mystical Instruments skill, +1 is added to the sum of targets

Song of Confusion

Performance: Sing Only
Song Type: Combat Thread: 2
Thread Diff: 12
Range: 10 + Rank quares radius
Target Type: Targetted
Targets: 1 individual
Difficulty: Individual social defense

Bards are using this song to confuse an opponent. When a bard starts signing the song, he must choose a target. If the Bard's Enchantment Tests succeed, the target is subject to confusion. A random effect applies:

Random Confusion Effect
Target forgets what he wanted to do, his action becomes a change of action
Target is so confused that his initiative becomes 1, and act last in this round.
Target is so confused that his initiative becomes 1, and act last in this round.
Target is stunned for this round
Target can not take any action this round
Target Physical and Spell Defenses are reduced by 3
Target is so confused that all test suffer a 5 malus
Target test is considered a Fumble
Target drinks any of his potion
Target uses his most powerful spell
Target uses his most powerful attack with all possible combination
Target attacks a friend
Target run away in full movement rate
Target uses an useless Talent/Skill for the circumstance
Target yells chaotic orders, causing a 2 penalty on all friends test
Target is affected by an additional effect

Mental Maze

Performance: Sing Only
Song Type: Combat Thread: 2
Thread Diff: 12
Range: 10 + Rank quares radius
Target Type: Targetted
Targets: 1 individual
Difficulty: Individual social defense

Bards are using this song to confuse an opponent. When a bard starts signing the song, he must choose a target. If the Bard's Enchantment Tests succeed, the target is subject to confusion. A random effect applies: — to remove Every rounds, before the target action, the target makes a Willpower or Perception Test against the Enchantment Test. If the target test result is lower than the bard's result, the difference is used to determine the effect. The effect of the confusion is determine by the result of the effect test. Effects are not cummulative. —

bard_songs_2.txt · Last modified: 2010/09/08 22:13 by pat
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