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"Cowards die many times before their deaths; the valiant never taste of death but once."

Traveling Scoundrels, Swashbucklers, Roguish Drifters, Con-Artists, Story-Tellers, Minstrels and other vagabonds who avoid good hard work and prefer to make a living by their wit

  • An Avatar fitting your race.

  • Read the lore for your character's race.

  • Read the lore for the Kingdom of Nuumalon in Linothor (Under World Lore), and the lore of any other location your character has traveled

Grit is 6.

Your carry weight is equal to STRx2+Grit.

Your hitpoints are CONx2+Grit+10.

Your damage is 1dGrit.

Key Stats

STR may be used for Hack&Slash

DEX may be used for Hack&Slash

CON will be used for your HP and Saving Throws

INT likely won't be used except for Saving Throws

WIS likely won't be used except for Saving Throws

CHA will be used for Arcane Art and Spells

Starting Moves

Arcane Art

Standard

When you weave a musical performance into a basic spell, choose an ally and one an effect:

  • +2d4 forward to damage to their next attack.

  • +1 Armor until your next turn.

  • Their mind is shaken clear of one enchantment or supernatural control.

Then roll+Cha.

On a 10+, the ally gets the selected effect.

On a 7-9, your spell still works, but:

  • you are left vulnerable  

  • your magic reverberates to effect an opponent closest to your target as well.

  • you sacrifice one of the effects of Arcane Art to satisfy the muses you’ve scared off.

  • you take -1 Ongoing.

On a miss, choose two.

This is a supernatural effect.

 

Bardic Lore

Free

Choose a single area of expertise; you can invoke your chosen area of expertise once per encounter.

  • Spells and Magicks (+1 Forward on a wizard spell)

  • Grand Tales of Heroism (+1 Defy Danger)

  • Gods and Their Servants (+1 Forward on a cleric spell)

  • Succulent Sonnets and Songs (+1 Forward on your next Arcane Arts)

 

Charming

You may hazard something inappropriate or potentially offensive: ask a question. If someone responds badly, you can attempt some magical persuasion: roll +CHA.

On a 10+ they become friendly, and must unwittingly answer your question as accurately as possible. They may regret telling you later.

On a 7-9 they are calmed but are not compelled to answer your question, and may still become suspicious after you leave.

On a miss they are unaffected and detect that you are trying to manipulate them: you cannot use Charm on them ever again.​

 

Class and Advanced Moves

When you gain a level from 2–5, you may choose one of these moves:

Healing Song

Requires: Arcane Art

Add "Heal 2d4 HP" as an option to your Arcane Art.

 

Metal Hurlant

Requires: Arcane Art

When you shout with great force or play a shattering note choose a target and roll+Con.

 On a 10+ the target takes 1d10 damage and is deafened for 3 rounds.

 On a 7–9 you still damage your target, but it’s out of control: they will choose an additional target nearby.

 

A Little Help From My Friends

When you successfully aid someone you take +1 forward as well.

 

Eldritch Tones

Requires: Arcane Art

Your arcane art is strong, allowing you to choose two effects instead of one.

 

Duelist’s Parry

Requires: Bard

Being an expert at having at someone, increase your total armor value by 1.  (+1 Armor)

 

Bamboozle

Requires: Charming

When you use Charming with someone, on a 7+ you also take +1 forward with them.

 

Arcane Studies

Requires: Arcane Art

You gain the Wizard starting move 'Cast A Spell', and can cast spells from the Wizard spell list up to level 3. You can cast using CHA instead of INT.

 

Multiclass Dabbler

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

 

Multiclass Initiate

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

When you gain a level from 6–10, choose one of these moves or the level 2–5 moves.

 

Healing Chorus

Requires and Replaces: Healing Song

Add "Heal 3d4 HP" as an option to your Arcane Art.

It Goes to Eleven

Requires: Arcane Art

When you unleash a crazed performance (a righteous lute solo or mighty brass blast, maybe) choose a target who can hear you and roll+CHA. (Saving Throw+INT)
 On a 10+ the target rolls Hack&Slash (or Brawl if a Monk) against an enemy of your choice (an ally of theirs).  Damage is 1dGrit, or Brawl's damage options for Monk.  Do not add additional damage dice from moves.  This move occurs on the target's next turn and occupies their Standard action.  Once the Saving Throw has been failed, the effect cannot be negated.
On a 7-9 take the 10+ effect but your character also becomes Vulnerable.
On a miss the target is not charmed, does not attack an ally.  You become Vulnerable and you cannot use this move again until you rest.

Vicious Cacophony

Requires: Arcane Art

When you grant bonus damage with arcane art, you grant an extra +1d4 damage.

Unforgettable Face

When you meet someone you’ve met before, after a few days apart you may take +1 forward against them.

Perhaps You've Heard Of Me?

When you first meet someone who’s heard songs about you, roll+Cha.

 On a 10+, tell the player two things they’ve heard about you.

 On a 7-9, tell the players one thing they’ve heard about you. They can save +1 Forward about you if they act on it.

Eldritch Chord

Requires and Replaces: Eldritch Tones

When you use arcane art, choose three effects.

An Ear For Magic

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

Devious

When you use Charming after asking “How are you vulnerable to me?” take +1.

 

Duelist’s Block

Requires and replaces: Duelist’s Parry

You killed my father.  Prepare to die.  Add another +1 to your total armor value.  (+2 total with Duelist's Parry)

 

Con

Replaces: Bamboozle

When you use Charming, on a 10+ you also take +1 forward with them and get to ask their player one additional question which they must answer truthfully.

Multiclass Master

Pick one move from another class, as long as it isn't a Starting Move or another Multiclass Move. Treat your level as one lower for choosing the move.

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