Bard

Bard powers are called Performances

Performance 1 - Fascinate
Cost: 1 Mana
Presence + Expression + Performance - Composure
Range: Line of Sight to the Bard
Duration: 1 Scene
The bard can draw the attention of a number of people equal to 2x the number of successes. A fascinated target can take no actions other than listening to the bad, so long as they are not being threatened or attacked. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and able to pay attention to him. The bard must also be able to see the creature. The distraction of a nearby combat or other dangers prevents the ability from working.

The creature sits quietly and listens to the song, taking no other actions, for as long as the bard continues to play and concentrate. While fascinated, a target takes a -1 per success penalty on mental rolls. Any potential threat requires the bard to make another Perform check. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the target, automatically breaks the effect.

At Performance 3 the bard can make a suggestion to a fascinated target for 1 Mana, and making a Manipulation + Persuasion + Performance vs. Resolve + Composure with the bard gaining a number of automatic successes equal to the successes used to fascinate the target.
You influence the actions of the target creature by suggesting a course of activity (limited to a sentence or two). The suggestion must be worded in such a manner as to make the activity sound reasonable. Asking the creature to do some obviously harmful act automatically negates the effect of the spell.

The suggested course of activity can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do. You can instead specify conditions that will trigger a special activity during the duration. If the condition is not met before the spell duration expires, the activity is not performed. A very reasonable suggestion causes the roll to be made with a -1 penalty.

At Performance 5 the bard can make a suggestion to any number of people they have fascinated.

Performance 2 - Inspire Courage
Cost: 2 mana
Range: Line of sight withe the bard
Duration: Concentration + 2 rounds per success
Presence + Expression + Performance
A bard can use song or poetics to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to hear the bard sing. The effect lasts for as long as the ally hears the bard sing and for 2 rounds per success thereafter. An affected ally receives 1 bonus die per success on rolls against mind influencing effects and 1 bonus die per 2 successes on attack rolls.

Performance 3 - Glibness
Cost: 1 Mana
Manipulation + Subterfuge + Performance
Range: Self
Duration: 1 Scene
Your speech becomes fluent and more believable. You gain a a bonus to all rolls made to convince another of the truth of your words equal to twice the number of successes rolled.
If a magical effect is used against you that would detect your lies or force you to speak the truth the user of the effect must roll twice the number of successes you did to succeed.

Performance 4 - Inspire Heroics
Presence + Expression + Performance
Cost: 3 Mana
Range: Line of sight with the bard
Duration: Concentration + 2 rounds per success
A bard with this power can use music or poetics to inspire tremendous heroism in himself or a single willing ally per success. To inspire heroics, a bard must sing and an ally must hear the bard sing for a full round. A creature so inspired gains 1 die per success to defense and rolls to resist powers and effects.

Performance 5 - Inspire Greatness
Manipulation + Expression + Performance
Cost: 3 Mana
Range: Line of sight with the bard
Duration: Concentration + 2 rounds per success
A bard with this power can use music or poetics to inspire greatness in himself or a single willing ally per success within line of sight, granting him or her extra fighting capability.
A creature inspired with greatness gains 1 extra dot of Temporary Stamina and Willpower per 2 successes.

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