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Grimwild v1.3 Bard

The document outlines the character details and abilities for a Bard in a role-playing game, including distinctive features, core talents, and path talents. Bards can perform bardsongs and melodies to influence emotions, gain knowledge, and create dynamic entrances. Additionally, it includes traits, desires, bonds, and experience mechanics for character development.

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0% found this document useful (0 votes)
87 views2 pages

Grimwild v1.3 Bard

The document outlines the character details and abilities for a Bard in a role-playing game, including distinctive features, core talents, and path talents. Bards can perform bardsongs and melodies to influence emotions, gain knowledge, and create dynamic entrances. Additionally, it includes traits, desires, bonds, and experience mechanics for character development.

Uploaded by

pfqp8hq18
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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NAME DISTINCTIVE FEATURES BARD TRACKERS

CORE TALENT
PLAYER Bardsong: You can sing 3 bardsongs (session). Choose a Style + Tune of Impact and BARDSONGS
roll Presence. Sing one to pull off a potent feat of emotional influence or interrupt any
impact move. You can also sing 3 melodies (session) without a roll or composition to: MELODIES
clear a mark—heal rattled—assist without risk. [Growth: 3 levels/+1 bardsong, +1 melody].

PATH TALENTS
Brawn Agility Wits Presence BLOODIED
CONDITIONS
BARDIC LORE: You gain any 3 wises and 1 extra story per session. You take +1d on any STORY
story rolls pertaining to what you know or story details you add.
1 1 1 1
DYNAMIC ENTRANCE: You can always appear in a scene anywhere and anytime, limited only by
RATTLED your physical capabilities. Make a 3d story roll to Set the Scene for your entrance.
Forked Tongue: When given time, you can tell potent lies. You can push yourself PUSH
BLOODIED RATTLED VEX: FIGHT—FLIGHT to do it on the spot.
3D HEALING POOL 3D HEALING POOL FREEZE—FREAKOUT
Friendly Face: In any new town or district of a city you go to, you can always: know someone
useful—quickly make a friend—be recognized by a fan. They’ll gladly do you a reasonable favor. Take
CRITICAL: GREATER EFFECT (DROP 1)—SECONDARY EFFECT—SETUP STORY ●● SPARK spark if you promise to pay them back.
Influence: Twice per session, you can invoke an ally’s bond with you to increase their INFLUENCE
CHARACTER DETAILS INTRODUCE A TANGLE: TAKE SPARK die roll result by 1. You don’t have to be in the same scene—they might recall a memory.

BACKGROUNDS WISES Jack of all Trades: Increase one of your stats that’s a 1 to a 2. You also take +1d on montage rolls.

Wordplay: On a perfect defense roll when the situation allows for verbal quips, you GOAD
make them: embarrass themself—let a secret slip—focus on or lose track of you. Once per
session, you can goad the GM into spending suspense on conversation.

NON-PATH TALENTS & NOTES style + tune of impact


chaotic anthem affection
TRAITS: 2 you are | 1 you’re really not DESIRES: 2 you want | 1 you really don’t
dire aria awe
Brave Gentle Protective Belonging Justice Renown fiery ballad calm
Caring Honest Quiet Glory Knowledge Thrills gentle chant despair
haunting ditty fear
Confident Honorable Rash Harmony Love Wealth playful hymn fury
Curious Persistent Stubborn Honor Power Wisdom nostalgic ode hope
rousing requiem joy
vicious rhapsody mockery
whimsical serenade wonder

BONDS CHANGE A BOND: THE OTHER PC TAKES SPARK | QUARREL: BOTH TAKE SPARK STORY ARCS FINISH OR MOVE ON FROM AN ARC: TAKE SPARK EXPERIENCE
PC BOND GROUP ARC Each session, take 1 XP.

CHARACTER ARC

At +, take a new talent.

v1.3

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