Troubadour

Overview

Be it by dance, song or word, the Troubadour charms and delights all those they encounter. They are often well-traveled and carry the scent of many cultures. They provide a supporting role to those in need of aid, be it through inspirational tales, a motivational speech or a comforting presence.

Tropes

Bards, jesters, clowns, musicians, con artists.

Complexity

Recommended for new players. This Archetype is adventure-focused and straightforward.

Gameplay

The Troubadour is very competent in all social Skills, and thus well-suited to be the face of the party. Jester allows you to help out allies with their Skills and Powers. Comforting also allows you to provide some rudimentary aid to allies low on Endurance.

They are relatively straightforward to play, so it's well-suited for you if you enjoy banter and roleplay more than tactical combat mechanics.

Attributes & Dice

  • Endurance Limit: 5

  • Base Focus: 4

  • Competence Dice: 3

  • Allround Dice: 1

Skill Competence

  • Recall: You carry the tales of many people.

  • Charm: People skills!

  • Deceive: You can talk your way out of it.

  • Coerce: This can stay between you and me, capisce?

Traits

Progression

  • Suggested Traits: Cool-headed to allow Comforting to be used as a Minor Action. Mindful to generate more Focus, Covert to increase survivability.

  • If you take the support route, you will want to get more Base Focus to get more out of your Traits.

  • If you want to take the specialist route, you will want to get more Competence Dice.

  • Once Breakthrough comes around, for the support route, you can learn a Power if you feel comfortable with a little bit more complexity. Divinology is recommended.

  • Alternatively, you can choose an additional Skill to be competent in, to cover more bases that other players might lack.