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Troubadour

The document outlines a character sheet for a Wode Elf Troubadour class in a role-playing game, detailing their abilities, traits, skills, and equipment. Key features include magical abilities for performance and combat, such as manipulating events and enhancing allies. The character has a tragic backstory that influences their motivations and skills, emphasizing a blend of artistry and combat proficiency.

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Tales Scafuro
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0% found this document useful (0 votes)
104 views2 pages

Troubadour

The document outlines a character sheet for a Wode Elf Troubadour class in a role-playing game, detailing their abilities, traits, skills, and equipment. Key features include magical abilities for performance and combat, such as manipulating events and enhancing allies. The character has a tragic backstory that influences their motivations and skills, emphasizing a blend of artistry and combat proficiency.

Uploaded by

Tales Scafuro
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Name M A R I P Class Lvl

0 2 1 0 2 Troubadour 1
Xp 00

Ancestry Wode Elf Stamina 21 Max Recoveries Surges Class Features Class Act: Skald
10 Winded
0 Dying
+7 Skald: You seek drama from story and recount, using your magic to
manipulate the sequence of events unfolding before you.
SIGNATURE TRAIT: WODE ELF GLAMOR
You can magically alter your appearance to better blend in with your Temp: 0 -10 Dead Max: 8 Value +2 Damage
surroundings. You gain an edge on Agility tests made to hide and sneak, and
tests made to find you while you are hidden take a bane.
Curtain Call
Victories 1d3 drama start of your turn. Drama You enter every performance with a set of routines at the ready. Routines
FOREST FEET (COSTS 1 POINT) 2 drama first time three or more heroes use an are auras and other wide-reaching effects that have the Routine keyword,
ability on the same turn
You can shift into difficult terrain. 2 drama first time a hero is winded and which center around you while you move through the fray. At the start
2 drama any creature within line of effect crits of each round of combat, as long as you are not dazed, dead, or surprised,
PERFECT MEMORY (COSTS 1 POINT) 10 drama when a hero dies you can either set a new routine to be active or maintain your current
Accessing memories is as easy as living in the present for you. You have an routine (no action required). Your routine ends if you are unable to maintain
edge on all tests made to recall lore. it, or at the end of the encounter.

SWIFT (COSTS 1 POINT) Melee Range Speed Disengage Stability You start off with the Choreography and Revitalizing Limerick routine
Your base speed is 6. ability. Your choice of troubadour class act then grants you additional
1 5 9 2 0 routines.

Lifespan: 1,200-3,000 Age: 400 Size: 1M Skills


Music, Perform, Brag, History, Intimidate, Monsters,
Persuade, Read Person, Ride, Society, Gamble
Culture Wode Elf
Environment Organization Upbringing Languages: Caelian, Yllvric
Wilderness Bureaucratic Martial Immunity:
Skills Granted: Ride, History, Monsters Weakness:

Career Performer Kit Swashbuckler Stamina: +3 /echelon Melee Weapon Free Strike
You can sing, act, or dance well enough that people actually pay to see you
do it. Imagine that!
Speed: +3 Keywords: Charge, Melee, Strike, Weapon, Action A
Tragic Lesson: When a producer who shortchanged you shouted out on the Stability: +0 Distance: Melee 1 Target: 1 Creature or Object
street for you to stop a thief who had picked their pocket, your spite towards
them inspired you to let the thief run past. But that decision led to tragedy Distance: +0 ✦ ≤ 11: 6 damage
If you want to be mobile and deal a lot of Power Roll + MGT or AGL:
when the thief later harmed someone you loved. From that moment on, you 2d10+2 ★ 12–16: 9 damage
damage with melee attacks, then you should Disengage: +1
decided your responsibility was to protect others.
reach for the Swashbuckler kit. This is a great ✸ ≥ 17: 11 damage
Perk Charming Liar kit for heroes who want to be master Melee Weapon Damage
duelists.
+2 +2 +2 Ranged Weapon Free Strike
A
If you fail a test with the Lie skill, you don’t suffer any consequences
associated with the failure. You can’t benefit from this perk again until you EQUIPMENT
gain at least 1 Victory. You wear light armor and wield a medium <11 12-16 17+ Keywords: Ranged, Strike, Weapon, Action
During a negotiation, you can be caught in one lie without negative weapon.
Range Weapon Damage Distance: Ranged 5 Target: 1 Creature or Object
consequences. You can’t benefit from this perk again until you gain at least 1
Victory.
+0 +0 +0 ✦ ≤ 11: 4 damage
Power Roll + MGT or AGL:
2d10+2 ★ 12–16: 6 damage
Renown: 2 Wealth: 1 <11 12-16 17+ ✸ ≥ 17: 8 damage
The Character Sheet Toolkit is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC.
Dramatic Monologue Fancy Footwork Artful Flourish
It doesn’t need to make sense. Just say it with emotionality. M All combat is a dance—and you’ll be the one leading. KS And they said practicing fencing was a waste! S
Keywords: Magic, Ranged, Maneuver Keywords: Melee, Strike, Weapon, Action Keywords: Melee, Strike, Weapon, Action

Distance: Ranged 10 Target: Special Distance: Melee 1 Target: One creature Distance: Melee 1 Target: Two creatures or objects

Effect: Choose one of the following effects: Power Roll + Agility: 2d10 + 2
• You orate a rousing tale of victory. One ally within distance gains
Power Roll + Might or Agility: 2d10 + 2
✦ 11 or lower: 4 damage
an edge on the next power roll they make before the start of your ★ 12–16: 7 damage
next turn. ✦ 11 or lower: 7 damage
• You weave a tale of high stakes heroics. One ally within distance ★ 12–16: 9 damage; push 1 ✸ 17+: 9 damage
gains a surge. ✸ 17+: 12 damage; push 2
• You insult a foe where they’re most vulnerable. That foe takes a Effect: You can shift up to 3 squares.
bane on the next power roll they make before the end of their
Effect: You can shift into any square your target leaves after you
next turn. Spend 2+ Drama: You can target one additional creature or object
Spend 1 Drama: You can choose two targets for any of these effects. force move them with this ability.
within distance for every 2 drama you spend.

Turnabout Is Fair Play Harsh Critic Dramatic Reversal


All’s fair in love and whatever. T Just one bad review will ruin their day. 3 Give the audience a surprise. 5
Keywords: Triggered Keywords: Magic, Melee, Ranged, Strike, Action Keywords: Area, Magic, Action

Distance: Ranged 10 Target: One creature Distance: Melee 1 or ranged 10 Target: One creature or object Distance: 3 burst Target: Self & each ally in the area
Power Roll + Presence: 2d10 + 2
Power Roll + Presence: 2d10 + 2
Trigger: The target makes an ability power roll with at ✦ 11 or lower: 9 sonic damage
least one edge or bane. ★ 12–16: 12 sonic damage ✦ 11 or lower: The target can shift 1 square and make a
✸ 17+: 15 sonic damage free strike.
Effect: One of the edges becomes a bane or vice versa.
★ 12–16: : The target can shift up to 2 squares and make a
Effect: The first time the target uses an ability before the start of
your next turn, any tier-related effects of that ability other than free strike with an edge.
Spend 3 Drama: One of the edges becomes a double bane,
or one of the attack’s banes becomes a double edge. damage are suppressed, negating those effects for all targets. Ability ✸ 17+: The target can shift up to 3 squares and make a
effects that always happen regardless of the power roll work as free strike with an edge, then can spend a Recovery.
usual.

Choreography Revitalizing Limerick Blocking


Taps, kicks, steps. Now it’s all “choreography." R There once was a man from Capital…. R No, no, no, you lose the audience that way. Try it like this … R
Keywords: Area, Magic, Routine Keywords: Area, Magic, Routine Keywords: Area, Magic, Routine

Distance: 5 aura Target: Self & each ally in the area Distance: 5 aura Target: Self & each ally in the area Distance: 2 aura Target: Special

Effect: At the end of each of your turns while this routine


is active, you can choose a number of creatures equal to
Effect: While this routine is active, each target who starts Effect: While this routine is active, choose a number of your Presence score in the aura, causing those creatures to
their turn in the aura gains a +2 bonus to speed until the targets equal to your Presence score at the end of your be teleported to unoccupied squares in the aura. A target
end of their turn. turn. Each chosen target can spend a Recovery. can’t be teleported in a way that would harm them (such
as over a cliff), leave them dying, or result in them
suffering a condition or other negative effect.

The Character Sheet Toolkit is an independent product published under the DRAW STEEL Creator License and is not affiliated with MCDM Productions, LLC. DRAW STEEL © 2024 MCDM Productions, LLC.

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