(true-BA-door-US) is a type of Arcane Magic that uses music played from
various instruments as the origin of various Magical effects. Troubadours
(true-BA-doors) are a diverse group with very few similarities with one
another or set stereotypes beyond their common ground as practitioners of
the same Magical art.
|An open Magic System, Troubadourus is
pursued by musicians of various sorts. In some settings or regions within a
setting Troubadours may have some kind of organization, or benefit from some
sort of special social status. In others they might be nothing more than
wandering minstrels each making their own way in the world as best they can.
|A player can expect their Troubadour to
start off strong, but their powerbase does not extend
upwards, only outwards. They can get more abilities, but they are all of
roughly the same strength. However, these abilities are extremely inexpensive cost wise
and a Troubadour can have a modest complement of Magical abilities and
still have points for other capabilities.
|Means to Power
|Troubadour work Magic by using the musical
properties of various instruments to focus
different sorts of Magical effects. This is a form of
Arcane Magic but
it can be either inherent or learned as preferred by individual GM's.
|Troubadour work Magic via Instrument Powers as described in
the Troubadourus System document.
| Instrument Powers are a Troubadour's primary abilities,
and the true determiner of how powerful and capable an individual
Troubadour is within the context of their Magic System.
mixes well with other Professional pursuits by design and individual Troubadours are encouraged to take as many or as few
Instrument Familiarities as they prefer and can afford, unless a GM is placing some
arbitrary minimum or maximum limits within their campaign.
|What exactly indicates "Master" Troubadour status might
vary from setting to setting, or even from region to region within the same
setting, and Troubadourus is difficult to measure in terms of simple points to
|However, as a rule of thumb a character that has an
Lore Skill of at least 15-, an average of 12- for their various Performance
Skills, and has spent at least 60 points on Troubadourus (split in any fashion between
Instrument Familiarities and Special Powers), and has at
least one full Instrument set can be considered to be a "Master" Troubadour.
Though it isn't a requirement, many Troubadours will tend to have
various Interaction Skills such as Conversation, Persuasion, and Oratory
as they can be very helpful to their careers. Further, Troubadours also frequently benefit from either Streetwise or High Society or both,
depending on what circles they move in. Knowledge Skills and Languages
are also useful.
Though it isn't a requirement, most Troubadours would benefit from using
the various Skill Enhancers, particularly Jack of All Trades as it
reduces the cost of knowing many different Performance Professional Skills
Jack of All Trades: Skill Enhancer
Real Cost: 3 points
|By default Troubadour may not have Endurance Reserves
for use with their Totem Gift. Individual GM's might waive this
restriction, but should note that the impact of Endurance costs for their
abilities is intended to be the primary control factor of the Magic System;
allowing Troubadours to circumvent this check will result in the Magic
System being significantly more powerful due to the frequency and volume of
individual Power activations.
|ARMOR AND PERSONAL DEFENSE
|As noted in the
Troubadourus System, Troubadours can wear
cloth and leather armor by default and since their Magic System affords few
opportunities for mystical protection most probably should wear some or have
an alternative means of damage mitigation such as Combat Luck and / or high
|Many Troubadour take the Mage Sight Talent
as described in Fantasy HERO for 5th Edition at least at the five (5)
point level, or some equivalent ability to make it easier for them to
sense and interact with Magic since the Magic Style itself does not
provide an ability to do so or the means to circumvent the lacking of
such an ability.. However this isn't required; it is simply a
|Troubadours may take Life Support
(Longevity) at up to the ~200 year level, unless the GM prefers to
|Working with Magic marks Troubadours in
subtle ways, and they have a recognizable aura that is detectable by
those with appropriate senses. Troubadour should take the following
DF: Troubadour (Not Concealable; Always Noticed and Causes Major Reaction;
Detectable Only By Unusual Senses; Not Distinctive In Some Cultures)
|Disadvantage Value: -5 points
|To Learn an Instrument Power, a Troubadour must have
enough character points to spend on the Familiarity for that Instrument
Power and must spend a number of hours equal to the Active Points of the
Instrument Power in contemplation and creative musical experimentation.
|At the end of this jam session, the Troubadour makes a
Troubadour Lore Skill Roll at a penalty of -1 per 10 Active Points of
the Instrument Power in question, plus an additional -2 penalty if the
Troubadour does not already have a Power from that Instrument set.
|If the Troubadour Lore Skill roll is successful, the
Troubadour may add the Familiarity for that Instrument Power to their character sheet; if it is failed
they may not try to learn that Instrument Power again until their Troubadour Lore
Skill roll is at least one level higher than it currently is.
|A Troubadour may take twice as long to learn a Power, with each doubling of time resulting in a cumulative
+1 to the roll.
|As noted previously there are restrictions on the
order in which Familiarities are learned.
Creating New Powers
|Troubadourus is a closed system
of Magic and practitioners lack the ability to create new Powers for
no Disadvantage points.