Truly, the pen is mightier than the sword. Just think of how many people have been sent to their deaths at the stroke of a pen, how many marriages have crumbled because of a romantic poem, and how many plans have been ruined due to a clever lie. Those who pursue the subtle arts of bardic lore understand the true value of people, wielding inspiration like a blade and intrigue like a shield. With a pen in your hand, a sword on your belt, and a song (or perhaps a maiden) on your lips, how will you write your own legend?
A witty jester entertains the king with his jokes, all while subtly influencing the wealthy elite.
A bright-eyed bard travels the land, learning new legends and singing songs of heroes who are gone but not forgotten.
With his rapier and his feathered cap, a dashing swashbuckler is a danger to seedy criminals and lovelorn maidens… but for very different reasons.
Performance • Action
Describe how you inspire others → For 1 turn, you and present allies roll +1 damage die.
Prepare to Die! • Action
Roleplay verbally sparring with a creature → Increase your attack rolls against the target for the rest of this combat. Doesn’t stack.
You are immune to disable.
When you take no damage from a melee attack, deal melee damage to your attacker.
Sound Wave • Action
Describe how you unleash a wave of sound → Stun all creatures in a cone for 1 turn and deafen them for about 1 day. Resisting.
Steal the Spotlight
Once each combat, at any point, steal a present creature’s turn (it doesn’t act and you do).
Whenever you do something unnecessarily dangerous or risky in combat, bolster.
All the World’s a Stage
Once each session, gain creative license to make the situation more dramatic, dangerous, and potentially rewarding than it already is.
Once each session, invent a legend and tell it to the other players. The GM must make your legend at least partially true
In the Footsteps of Heroes
When you experience something legendary (behold an famous artifact, meet a mighty king, visit crumbled ruins, etc) write what inspired on your character sheet. At any point, cross it off to gain creative license to invoke the power of that legend.
Once each session, at any point, gain any other trait as a temporary trait for a short period of time. However, that trait is somehow weaker or flawed. Work with your GM to determine how. You can only have one such temporary trait at a time.
At any point, you can have the GM tell you all myths, legends, and rumors that relate to your current location or quest.
You always know which direction to travel to find the nearest civilized area, and you have a general idea of what you will find once you arrive. For each such area, you know a person there who will initially be friendly to you..
When you gain this trait, work with your GM to create an organization, or select a pre-established one.You are an honored member of that organization. No matter where you go, that organization has a presence in the area.
Convincing Argument • Slow Action
Once each session, roleplay a convincing argument → Convince somebody to do something that isn’t completely against his character.
Entertainer • Slow Action
Describe how you put on a public performance → If it is logical, a crowd of excited onlookers gathers. Your relations with the crowd significantly improve.
Fame and Infamy
When you gain this trait, work with your GM to determine a reputation for yourself (a notorious pirate, a legendary hero, a reliable mercenary, etc). Your reputation is widespread, and people everywhere believe it. Your reputation doesn’t have to be true.
When you gain this trait, work with your GM to select a group of people (pirates, nobles, adventurers, etc).Increase all rolls you make to socialize with those people.
Once for each person, you can ask any question about their personality and the GM must answer honestly.
Increase all rolls you make to charm or seduce.
You can communicate with others on a very basic level even if you don’t share a language.
Once each scene, when you first meet a creature, announce that you know that person. Rolling well indicates a good relationship (drinking buddy, an old flame, childhood friend) and rolling badly indicates a bad relationship (scorned lover, old rival, bitter enemies, etc).
If you help an ally socialize, that ally increases all rolls they make to socialize.