Troubadour Discipline

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The Troubadour is a discipline for Fourth World, a "drift" of Dungeon World for playing in the setting of Earthdawn. This text is available under the Creative Commons Attribution-ShareAlike 4.0 International license.

Several PDF versions of this playbook can be downloaded from the Fourth World 1.5 page.

Stats

Damage Die: d6
Favored Stats: int, cha
Load: 9
HP: 6+Constitution

Look

Gaze: knowing, fiery, joyous
Appearance: groomed, meticulous, sleek
Accoutrement: fancy, utilitarian, stylish
Body: fit, well-fed, thin

Species

Dwarf: When you first enter a steading built underground or with the dwarven tag, you find many people willing to volunteer information.

Elf: When you enter an important location you can ask the GM for one fact from the history of that location.

Human: When you first enter a steading, someone who respects the custom of hospitality to minstrels will take you in as their guest.

Obsidimen (+1 armor; only wear living armor): When you first enter a steading with the personage tag, you will have no trouble gaining an audience with the notable person.

Ork: When you first enter a steading with the dirt , exodus , enmity , arcane or lawless tags, you will find someone who offers you hospitality.

T’Skrang: When you enter a steading built near a river, you can ask the GM for one fact from the history of that location.

Windling (astral sight): When you enter a steading with the need , exotic , resource , or blight tags, you immediately know their details.

Flags

Select 3 flags.

Starting Moves

Expressions of the Heart

When you create art with music or stories , make an additional choice, even on a miss. You may spend karma to make one additional choice. If the performance is part of a greeting ritual, take +1. Also add the following to the list of available choices:

  • You hold the attention of every intelligent creature that can see or hear you until the performance is completed, or until something happens to break their attention.
  • A member of the audience requests your services.
  • You gain useful information.
  • One or more members of the audience give you hospitality or gifts—the GM will tell you what.
  • One or more members of the audience become infatuated with you—the GM will tell you who.
  • You target the performance at an individual. If you are charming and open with that individual within the next day, ask an additional question without having to answer in return.

Stories & Legends

When you spout lore , you may name a book, song, or story that answered a specific question about the topic. If you do, specify the question before you roll and any useful or interesting information from the GM will specifically and truthfully relate to that question.

Charming and Open

When you speak frankly with someone , you can ask their player a question from the list below. They must answer truthfully, then may ask you a question from the list, which you must answer truthfully.

  • Whom do you serve?
  • What do you wish I would do?
  • How can I get you to?
  • What are you really feeling right now?
  • What do you most desire?

Getting the Point

Add the following to the hack and slash list:

  • The target pauses to seriously consider something you say.

A Port in the Storm

When you return to a steading you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.

Talents

You may weave threads into talents, if you meet their requirements:

☐☐ Bamboozle

When you parley with someone and they need convincing, describe how you con them into accepting some false assurance, and it comes to pass.

Second thread (requires circle 6): When you parley with someone, on a hit you also get to ask their player one question which they must answer truthfully.

☐☐ Insight

When you miss using spout lore , in addition to whatever else the GM says, you know where to go to find the information you seek.

Second thread (requires circle 6): When you spout lore, on a 12+ the GM will also reveal to you a glaring weakness, strength, or a long forgotten secret.

☐☐ Pilgrimage

When you arrive at a well-respected place after a dangerous journey , its possibilities inviogorate and enhance your magic; hold 2. While in the location, you can spend hold at any time to:

  • Create a rumor in a well-traveled location. It will never be traced back to you.
  • Run across exactly the person, place, or item that will help you.
  • Gain a point of karma.
  • Use a move that another PC has but you don’t.

Second thread (requires circle 6): Spend 2 hold to:

  • Restore yourself to max HP .
  • Use the astral sight move for a few minutes.
  • Use the cast a spell move (+nothing) to cast a cantrip from any of the disciplines.

☐☐☐ Refreshing Song

When you make camp , if you sing a soothing song, everyone in camp may choose one:

  • Skip consuming a ration.
  • Heal +1d6 HP .
  • Gain 1 karma.

Second thread (requires circle 6): Everyone in camp chooses two.

Third thread (requires circle 8): Add the following choice:

  • Remove a debility.

☐☐ Stirring Speech

When you deliver a stirring speech before a conflict , roll+ CHA . On a 10+ , choose two. On a 7–9 , choose one. You may spend karma to make one additional choice, even on a miss.

  • Your allies take +2 armor forward.
  • Your allies take +1d4 damage forward.
  • Your allies take +1 forward.

Second thread (requires circle 6): You can use stirring speech simply by shouting as you charge headlong into the fray, and make an additional choice, even on a miss. Also, add these choices:

  • Your allies are immune to fear until the conflict ends.
  • You gain the same benefits as your allies.

☐☐ Grace Under Pressure

When you face a foe one-on-one and are wielding a precise weapon , gain +1 armor. In addition, when you hack and slash with a precise weapon, on a 12+ gain +2 piercing.

Second thread (requires circle 6): When you defy danger related to a nearby opponent while wielding a precise weapon, on a 10+ you can deal your damage to that opponent.

☐☐ Life of the Party

When you create art with music or stories in a social situation while your allies mingle in the crowd, on a hit, in addition to whatever else happens, select one mingling ally. During, or shortly after, your performance, that person can say how they take advantage of it for their own benefit, then they select one:

  • Choose a benefit that could normally be generated by your performance and apply it as if the performance was their own.
  • Improve the outcome of one of their rolls by one step

Second thread (requires circle 6): On a 10+ , instead of choosing one ally, all mingling allies may make a choice.

☐ Lullaby

When you express a gentle song from the heart , add the following to the list of choices:

  • Every creature you choose that can hear you becomes lethargic and inattentive until the song ends.
  • Every listener who is (or is made) lethargic falls asleep after a few minutes.

☐ War Skald

You ignore the clumsy tag when wearing armor, and when you hack and slash while chanting a war hymn deal +1 damage.

☐ Fawning Entourage

Take +1 ongoing to order followers in your sole employ who lack the beast tag.

☐ An Ear For Magic

When you hear an enemy cast a spell the GM will tell you the name of the spell and its effects. Take +1 forward when acting on the answers.

☐ Devious

When you use charming and open you may also ask “How are you vulnerable to me?” Your subject may not ask you this question.

☐ Reinforcing Song

When you aid spell weaving or casting with a song , you provide no bonus to the caster's roll, but improve the outcome by one step.

☐ Reputation

When you first meet someone who’s heard songs about you , roll 1d4. If the result is less than your CHA , tell the GM two things they’ve heard about you. If the result equals your CHA , tell the GM one thing they’ve heard, and the GM tells you one thing. Otherwise, the GM tells you two things they’ve heard.

Gear

appropriate artisan tools (1 weight)
dungeon rations (uses: 5, ration, 1 weight)
choose one instrument

Choose your defenses:

☐ leather armor (1 armor, worn, 1 weight)
☐ decorated skin (0 armor, living)
☐ ostentatious clothes (worn)
☐ scale mail (2 armor, worn, clumsy, 3 weight)

Choose your armament:

☐ dueling rapier (close, 1 piercing, precise, 2 weight)
☐ ragged bow (near, 2 weight), bundle of arrows (ammo: 3, 1 weight), short sword (close, 1 weight)☐ stiletto (hand, precise, 1 piercing, 1 weight)

Choose two:

☐ adventuring gear (uses: 5, 2 weight)
☐ bandages (uses: 3, slow)
☐ halfling pipeleaf (uses: 6)
☐ simple mount of appropriate size (beast, mount)
☐ any common pet (beast)
☐ 3 coins