DS4j Troubadour
DS4j Troubadour
The whole world's a stage and everyone on it, an actor. No As a troubadour, you gain the following features.
one knows this better than the troubadour. You find
energy in the drama of everyday life and know how to
draw spectacle forth from even the most mundane of
TROUBADOUR CLASS ACT
situations. You accent highs and deepen lows in service to Panache, melody, and depiction. Some troubadours have it
whomever would witness your performance. all, but everyone starts somewhere. Your class act is your
And beyond the mundane, there are insurmountable art form, summing up the manner in which the world
dangers that cause many a hero to cower. But the becomes your stage. As you go about unearthing the
troubadour must chase that drama. The troubadour takes drama of everyday life and strife, you choose a troubadour
the world stage not to die, but to find out if they are truly class act from the following options, each of which grants
alive. you a skill (Quick Build: Virtuoso):
Duelist: Drama embraces your every movement done in
BASICS tandem with another. You perform dances of death,
putting trust in your opponent to return your passion in
Starting Characteristics: You start with an Agility of 2 kind. You gain the Gymnastics skill.
and a Presence of 2, and can choose one of the following Skald: You seek drama from story and recount, using your
arrays for your other characteristics scores: magic to manipulate the sequence of events unfolding
before you. You gain the Brag skill.
Virtuoso: You find drama in music and song, weaving
magic between the vibrations of your sound and filling
1, 0, 0
the audience with your pathos. You gain the Music skill
and you wield an instrument.
Weak Potency: 2
Your choice of class act determines many of the features
Average Potency: Presence - 1
you’ll gain from this class.
Strong Potency: Presence
Starting Stamina at 1st Level: 18
DRAMA
Stamina Gained at 2nd and Higher Levels: 9 During battles, you are fueled by the dynamic ups, downs,
and upside downs of the fray, from which you derive a
Recoveries: 8 Heroic Resource called drama.
Skills: Read Person, plus choose two skills from the
interpersonal group and one skill from the intrigue or lore
DRAMA IN COMBAT
groups. (Quick Build: Read Person, Brag, Rumors) At the start of a combat encounter or some other stressful
situation tracked in combat rounds (as determined by the
TROUBADOUR ADVANCEMENT Director), you gain drama equal to your Victories. At the
Level Features Abilities Class Act start of each of your turns during combat, you gain 1d3
Abilities drama.
1st Troubadour Class Act, Signature, —
Drama, Scene Partner, 3, 5 Additionally, you gain drama when certain events occur
Curtain Call, Class Act during battle:
Features, Class Act 2 Drama: Three or more heroes use an ability on the same
Triggered Action, Kit, turn for the first time.
Troubadour Abilities 2 Drama: A hero becomes winded for the first time (only
2nd Appeal to the Muses, Signature, 5 once per encounter and not once per hero).
Invocation, Perk, Class Act 3, 5 3 Drama: A creature within your line of effect rolls a
Ability natural 19 or 20.
3rd Class Act Feature, 7- Signature, 5 10 Drama: A hero, including you, dies.
Drama Ability 3, 5, 7
You still gain drama during combat if you are dead as long
as your body is intact. During the encounter in which you
died, if you have 30 drama, you can come back to life with
1 Stamina and 0 drama (no action required). You can’t
gain drama in future encounters while you remain dead.
You lose any remaining drama at the end of the encounter.
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STAR POWER HARMONIZE (3 DRAMA)
You gain the following ability. Give the chorus a little punch.
STAR POWER Keywords: — Type: Triggered
Distance: Target: One ally
You’re the one they came to see!
Trigger: The target uses a non-area ability that targets
Keywords: — Type: Maneuver one enemy.
Distance: Self Target: Self
Effect: The target chooses an additional target for the
Effect: You gain a +2 bonus to speed until the end of your triggering ability within distance of that ability. They use
turn. Additionally, the next power roll you make this turn the original power roll for all additional targets. Any
can’t have a result lower than tier 2. damage dealt to an additional target is sonic damage.
Spend 2 Drama: You gain a +4 bonus to speed instead. Spend 2 Drama: The target chooses two additional
targets instead of one.
VIRTUOSO ROUTINES
You gain the following routine abilities, each of which is RIPOSTE
usable with your Curtain Call feature. “I’d have brought treats had I known I’d be fighting a dog.”
Keywords: — Type: Triggered
“THUNDER MOTHER”
Distance: Melee 1 Target: Self or one ally
All for thunder motherrr! Run and hide for coverrr! Trigger: The target takes damage from a melee strike.
Keywords: Magic, Ranged, Strike, Routine Effect: The target makes a free strike against the
Type: No action triggering striker.
Distance: Ranged 10 Target: One creature
Effect: At the end of each round while this routine is active, TURNABOUT IS FAIR PLAY
make a power roll that ignores cover. You can’t target the All’s fair in love and whatever.
same creature twice with this effect. Keywords: — Type: Triggered
Power Roll + Presence: Distance: Ranged 10 Target: One creature
Trigger: The target makes an ability power roll with at
11 or lower: Lightning damage equal to your level
least one edge or bane.
12–16: Lightning damage equal to 5 + your level
17+: Lightning damage equal to 10 + your level Effect: One of the edges becomes a bane or vice versa.
Spend 3 Drama: One of the edges becomes a double bane,
“BALLAD OF THE BEAST” or one of the attack’s banes becomes a double edge.
Teeth are bare! Eyes black! No escaping the
beast! KIT
Keywords: Area, Magic, Routine Type: No action
Distance: Target: Self and each ally in the area You can use and gain the benefits of a kit. See the Kits
chapter for more information. (Quick Build: Swashbuckler)
Effect: While this routine is active, each target who starts
their turn in the aura gains a surge. TROUBADOUR ABILITIES
CLASS ACT TRIGGERED ACTION Your performance centers around rearranging the
battlefield and keeping things in motion. You know how to
Your troubadour class act grants you a triggered action as modify the little details in a scene so that the story flows as
shown on the Class Act Triggered Actions table. dramatically as possible.
CLASS ACT TRIGGERED ACTIONS SIGNATURE ABILITY
Class Act Triggered Action
Duelist Riposte Choose one signature ability from the following options.
Skald Turnabout Is Fair Play
Signature abilities can be used at will. (Quick Build: Witty
Banter)
Virtuoso Harmonize
ARTFUL FLOURISH
And they said practicing fencing was a waste!
Keywords: Melee, Strike, Weapon Type: Action
Distance: Melee 1 Target: Two creatures or objects
Power Roll + Agility:
11 or lower: 2 damage
12–16: 5 damage
17+: 7 damage
Effect: You can shift up to 3 squares.
Spend 2+ Drama: You can target one additional creature
or object within distance for every 2 drama you spend.
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CUTTING SARCASM HYPNOTIC OVERTONES (3 DRAMA)
There you are, radiating your usual charisma. You produce an entrancing note that twists the senses in a
Keywords: Magic, Ranged, Strike, Weapon Type: Action spectacular fashion.
Distance: Ranged 10 Target: One creature or object Keywords: Area, Magic Type: Action
Power Roll + Presence: Distance: 2 burst Target: Each enemy in the area
11 or lower: 2 + P psychic damage; P < weak, bleeding Power Roll + Presence:
(save ends) 11 or lower: Slide 1; I < weak, dazed (save ends)
12–16: 5 + P psychic damage; P < average, bleeding 12–16: Slide 1; I < average, dazed (save ends)
(save ends) 17+: Slide 2; I < strong, dazed (save ends)
17+: 7 + P psychic damage; P < strong, bleeding (save Spend 2+ Drama: The size of the burst is increased by 1
ends) for every 2 drama you spend.
INSTIGATOR QUICK REWRITE (3 DRAMA)
I didn’t do it! What? You write something unforeseen into the scene that hinders
Keywords: Melee, Strike, Weapon Type: Action your enemy.
Distance: Melee 1 Target: One creature Keywords: Area, Magic, Ranged Type: Action
Power Roll + Presence: Distance: 3 cube within 10
11 or lower: 3 + P damage Target: Each enemy in the area
12–16: 6 + P damage Power Roll + Presence:
17+: 9 + P damage 11 or lower: 4 damage; P < weak, slowed (save ends)
Effect: The target is taunted by you or a willing ally 12–16: 5 damage; P < average, slowed (save ends)
adjacent to you until the end of the target’s next turn. 17+: 6 damage; P < strong, restrained (save ends)
WITTY BANTER Effect: The area becomes difficult terrain for enemies.
A lyrical (and physical) jab insults an enemy and inspires an UPSTAGE (3 DRAMA)
ally. As you bob and weave through the crowd, you can’t help but
Keywords: Magic, Melee, Ranged, Strike Type: Action leave the audience wanting more.
Distance: Target: One creature Keywords: Melee, Strike, Weapon Type: Maneuver
Power Roll + Presence: Distance: Self; see below Target: Self
11 or lower: 4 + P psychic damage Effect: You shift up to your speed. You make one power
12–16: 5 + P psychic damage roll that targets each enemy who becomes adjacent to you
17+: 7 + P psychic damage during the shift.
Effect: One ally within 10 squares can end one effect on Power Roll + Agility or Presence:
them that is ended by a saving throw or that ends at the 11 or lower: Taunted (EoT); A < weak, prone
end of their turn. 12–16: Taunted (EoT); A < average, prone
Spend 1 Drama: The chosen ally can also spend a 17+: Taunted (EoT); A < strong, prone and can’t stand
Recovery. (EoT)
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CLASSIC CHANDELIER STUNT DRAMA) ENCORE DRAMA)
Audiences love this bit. Again! Again!
Keywords: Melee, Strike, Weapon Type: Action Keywords: Magic, Strike Type: Action
Distance: Melee 1 Target: Self and 1 willing ally Distance: Special Target: Special
Effect: Effect: You recreate and enact a strike you have observed
vertically. Both targets must end this movement adjacent this round. The strike can’t be one that uses Malice. When
to each other and on solid ground. Each target can then you make the strike, you use your Presence score for any
make a melee free strike that deals additional damage power rolls, and any damage you deal is sonic damage.
equal to twice their highest characteristic score.
TOUGH CROWD DRAMA)
EN GARDE! DRAMA) Your fans don’t seem to like the opening act …
Wait it’s … Guard! Turn! Perry! Dodge! Spin! Thrust! Hah! Keywords: Area, Magic, Ranged Type: Maneuver
Keywords: Melee, Strike, Weapon Type: Action Distance: 3 cube within 10 Target: Special
Distance: Melee 1 Target: One creature Effect: The affected area becomes haunted by a swirling
Power Roll + Agility: horde of phantoms until the end of the encounter. Any ally
11 or lower: 6 + A damage; the target can shift up to 3 can enter any square of the area without spending
squares and make a free strike against you movement. At the end of each of your turns, you can make
12–16: 9 + A damage; the target can shift up to 2 a power roll against each enemy in the area.
squares and make a free strike against you Power Roll + Presence:
17+: 13 + A damage; the target can shift 1 square 11 or lower: 5 corruption damage; M < weak, pull 1
Effect: If the target shifts or makes a free strike against toward the center of the area
you as a result of this ability, you can shift up to 3 squares 12–16: 9 corruption damage; M < average, pull 2
and make a melee free strike against the target. toward the center of the area
17+: 12 corruption damage; M < strong, pull 3 toward
2ND-LEVEL SKALD ABILITY the center of the area
Choose one of the following abilities.
GUEST STAR DRAMA) 3RD-LEVEL FEATURES
We offered them a percentage of the gross. So they’re As a 3rd-level troubadour, you gain the following features.
working for free!
Keywords: Magic, Ranged Type: Action 3RD-LEVEL CLASS ACT FEATURE
Distance: Ranged 10 Target: Special
Your troubadour class act grants you a feature as shown
Effect: Either a bystander within distance is uplifted by
on the 3rd-Level Class Act Features table.
your magic, or a mysterious new hero appears in an
unoccupied space to help out during the encounter. This 3RD-LEVEL CLASS ACT FEATURES
guest star is controlled by you, has their own turn, shares Class Act Feature
your characteristics. Their stamina is maximum is half Duelist Foil
yours. They have no abilities other than your melee and Skald Recast a Supporting Part
ranged free strikes. When the target is reduced to 0 Virtuoso Second Album
Stamina or at the end of the encounter, they retreat or
revert to a bystander. An individual bystander can’t be FOIL
uplifted in this way more than once in an encounter.
Choose one creature within line of effect at the start of an
TWIST AT THE END DRAMA) encounter. You have a double edge on power rolls made
You didn’t see that coming, did you?! against or in competition with that creature. The chosen
Keywords: Magic, Ranged Type: Action creature also has a double edge on power rolls made
Distance: Ranged 10 Target: One dead enemy against or in competition with you. If the creature dies,
you can choose a new foil at the start of the next round.
Effect: As long as the target is not a leader or a solo
creature, they come back to life with half their Stamina RECAST A SUPPORTING PART
and become an ally under the Director’s control. The
If you aren’t surprised at the beginning of an encounter,
players can discuss with the Director when the target
you can choose one enemy within line of effect who isn’t a
takes their turn each round. The target turns to dust and
leader or a solo creature. The director swaps that creature
blows away at the end of the encounter.
out with a squad of minions whose encounter value
2ND-LEVEL VIRTUOSO ABILITY doesn’t exceed the chosen creature’s encounter value. The
Director can determine that this feature can’t be used
Choose one of the following abilities. against certain special enemies.
SECOND ALBUM
You gain the following routine abilities, each of which is
usable with your Curtain Call feature.
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FIRE UP THE NIGHT
VIRTUOSO’S SOLO (7 DRAMA)
Maybe you and I We can still bring the light!
Your performance travels and doesn’t stop moving until
Keywords: Area, Magic, Routine Type: No action your audience is completely rocked.
Distance: Target: Self and each ally in the area
Keywords: Magic, Melee, Ranged, Strike, Weapon
Effect: While this routine is active, each target who starts Type: Action
their turn in the aura doesn’t take a bane on attacks Distance: Melee 1 or ranged 10
against a creature with concealment. They can also search Target: One creature or object
for hidden creatures as a free maneuver once during their
Power Roll + Presence:
turn (see Hide and Sneak).
11 or lower: 5 + P damage
NEVERENDING HERO 12–16: 8 + P damage; push 3
And toniiight we can truly say They will alllways find a 17+: 11 + P damage; push 5
way! Effect: You can choose to have this ability deal sonic
Keywords: Area, Magic, Routine Type: No action damage. Additionally, you can use this ability on the same
Distance: Target: Self and each ally in the area target for the next 2 rounds without spending drama.
Effect: While this routine is active, each target who starts WE MEET AT LAST. LET’S FINISH THIS (7 DRAMA)
their turn dying while in the aura gains an edge on power Totus mundus agit histrionem.
rolls and ignores the effects of bleeding until the end of
their turn. Keywords: Magic, Ranged Type: Maneuver
Distance: Ranged 10 Target: One creature
7-DRAMA ABILITY Effect: Until the end of the encounter, both you and the
target can target each other with abilities even if you are
Choose one heroic ability from the following options, each beyond distance, with the distance of this ability replacing
of which costs 7 drama to use. those abilities’ distances. Abilities that grapple or force
move a target are ignored if the target isn’t within the
EXTENSIVE REWRITES (7 DRAMA) distance of the ability.
No, this isn’t right. That foe was over there!
Additionally, on each of your turns, you can use a free
Keywords: Area, Magic, Ranged Type: Maneuver maneuver to communicate a motivating or dispiriting
Distance: 4 burst Target: Each enemy in the area message to the target, either giving them two surges or a
Power Roll + Presence: bane on the next attack they use before the start of your
11 or lower: Slide 3; P < weak, this slide ignores the next turn.
target’s stability.
12–16: Slide 5; P < average, this slide ignores the
target’s stability.
17+: Slide 7; P < strong, this slide ignores the target’s
stability.
Effect: Instead of sliding a target, you can swap their
location with another target as long as each can fit into the
other’s space. You can’t slide targets into other creatures
or objects using this ability.
INFERNAL GAVOTTE (7 DRAMA)
A spicy performance lights a fire under your allies’ feet.
Keywords: Area, Magic, Weapon Type: Action
Distance: 3 burst Target: Each enemy in the area
Power Roll + Presence:
11 or lower: 5 fire damage; A < weak, weakened (save
ends)
12–16: 7 fire damage; A < average, weakened (save
ends)
17+: 10 fire damage; A < strong, weakened (save
ends)
Effect: Each ally in the area can shift up to 2 squares.
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