|I didn't paint this.|
This is great, actually, because I haven't done a bard role for DungeonTeller. What's essential about bards?
- They use song as a medium for magic.
- They are lore masters.
- They are persuasive speakers.
Elf bards are priestesses of the elven moon goddess Kaguya. Their songs can heal, give hope to those in need, and drive away evil. Moonlight being a vehicle of dreams, these bards can create phantoms from song and shadow to beguile or confuse. They often accompany themselves on lutes with silver strings. On completion of a bard's first important quest, the moon goddess grants her a rabbit companion that serves as a guide and sentinel.
Make 1 (+4 bonus dice when making or fixing musical instruments)
Notice 5 (+1 bonus die when in presence of rabbit companion)
Talk 5 (+1 when playing lute)
They have some of the powers of other elf roles: cloak and starlight.
They also grab some wizard and paladin powers, with the difference that they roll their Talk dice rather than their Magic or Resist dice to cast them:
drive away undead
hand of healing
will o' the wisp
They also possess the rogue power voice trick.
Let's make up a new power for them on the spot:
Your words can hold an audience spellbound. Costs 2 Luck. Bard starting power.
Roll your Talk dice. One or more successes means that your enemies lose their next turn, listening raptly to your song. If your friends make a Battle or Shoot roll against a beguiled enemy, it will not lose its next turn. Each enemy may roll its Resist dice to take away any successes you made. This power is best used before a fight begins. If you use this power after you or your friends have made Battle or Shoot rolls against your enemies, each enemy will get a bonus Resist die against your beguile for the rest of the action scene.
Anyone catch Colbert's "half-orc bard" reference on The Report the other night?