Check out the change log at the bottom of the screen to see updates to the site.
Jump back to HoE Arcane Backgrounds
Out in the Wasted West, few have the guts and audacity to stroll from settlement to settlement with out fear. And, no one is welcomed like the traveling performer. The meanest, baddest road gang out there may blast a convoy to smithereens for their load of unexpired Twinkies, but they will let the entertainer live, provided that they ARE entertained. The troubadour is one of the few folk that is welcomed at any campfire, no matter the race, creed or color. That's not to say that a group like the Combine won't chip you after your great performance, or put you in a cage so you won't escape, but they more than likely won't kill you, until you start repeating those songs and stories.
The Wandering Minstrel is a character that is a part of so many cultures, stories and legends, that it is universally recognized. With the advent of technology, these entertainers faded into the background, theirs almost becoming a lost art. But, thanks to the Apocalypse, The roaming entertainer is back at the top! Communities that would turn everyone else away, will let a troupe through their improvised walls. most will willing feed and bed (in more ways than one) an entertainer for the night, and folk love to talk with this modern day bard, hopeful of news from outside their walls, even entrusting letters and such to them, as they make their way to the next town.
Jump to the Savage Arcane Powers List
Troubadour
Requirements: Novice, Perform d6+, Spirit d8+
Arcane Skill: Perform (Spirit)
Starting Power Points: 10
Starting Powers: 2
Available Powers: Armor, Barrier, Beast Friend, Blind, Bolster, Boost/Lower Trait, Confusion, Deflection, Disguise, Dispel, Elemental Manipulation, Environmental Protection, Fear, Light, Luck/Jinx, Puppet, Quickness, Slow, Slumber, Smite, Speak Language, Speed, Stun, Warrior's Gift
Strain: Troubadours who roll a 1 on their Perform die, regardless of the Wild Die, suffer the effects as for a minor sin (–2 to Perform for a week). Should they critically fail such a roll, they suffer the effect of a major sin (complete loss of powers for a week and –4 to “normal” uses of the Perform skill). This represents terrible strain on their voice, mind, or raw nerves for the given period.
The Perform skill may also be used simply to entertain instead of activating powers. In these cases, the Troubadour can earn money for his performance. A successful skill roll per “set” (usually a couple of hours) nets him $1d6 for every 10 members of the audience. Double this number with a raise. The performer may add his Charisma to the roll when using the skill in this way. This assumes the audience can tip instead of a set fee. The audience may also tip with libations, livestock, blind dates with their daughters, or local rumors that
may lead to adventure, fortune, and glory.
Special Abilities:
*Spell Range: A Troubadour, whether a singer, musician, dancer, or mime, touches his audience through sound and sight. This is also true of his spells. depending on what type of performance the troubadour gives, any spell with a range of touch changes to a range equal to their spirit die. if the troubadour is musical, then the target must be able to hear his music, if they are physical performer, then they must be in sight of the Troubadour's performance to be affected by the spell.
New Spells:
Bolster
Rank: Novice
Power Points: 2
Range: Smarts
Duration: 10 minutes (1/10 minutes)
Trappings: By Performance Type
Bolster grants the recipient courage against the forces of darkness. The affected character gains a +2 bonus to Fear checks. In addition, any time he spends a Benny to make a Trait roll (including Soak, but not damage rolls), add +2 to the total. If the caster gets a raise on the roll, the bonus increases to +4.
• Additional Targets: The power affects an additional target for every additional Power Point spent to activate, up to a maximum of five targets. This does not affect the maintenance cost.
Luck/Jinx
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: By Performance Type
The target of this spell either becomes fortunate, or unfortunate, depending on the caster's whim.
Recipients of Luck roll two dice when making a trait roll (rolling the Wild Die seperately as normal) and take the best. Those cursed with Jinx Must make a spirit roll opposed by the caster's Performance or roll two trait die and take the worst result.
• Additional Targets: The power affects an additional target for every additional Power Point spent to activate, up to a maximum of five targets. This does not affect the maintenance cost.