Troubadours serve as entertainers, storytellers, actors, and songsmiths. As such, they represent the closest thing to a historian or scholar that common people usually see.

Karma Ritual: To perform his Karma ritual, the Troubadour must perform a ballad or skit before an audience of at least two others. He can juggle, joke, tell tall tales, or sing serious legends. Half an hour after he starts, the Troubadour finishes the performance with a short story, ending the tale with the phrase, “And there it ends, for such is the truth of the thing.” This completes the ritual.

Half-Magic: Troubadours may make Half-Magic Tests whenever they perform for audiences, and also for knowledge of legends, myths, and folklore of their home province’s lands and people.

Second Circle
Discipline Talent: Disguise Self
Defense: The adept adds +1 to his Social Defense.
Durability (6/5) – Rank 0, see House Rules on Durability
Third Circle
Discipline Talent: Empathic Sense
Fourth Circle
Discipline Talent: Story Weaving
Karma: The adept may spend 1 Karma Point on Charisma-only Tests.

Fifth Circle
Discipline Talent: Inspire Others
One Last Word: If he fails an Action Test against a target’s (or multiple targets’) Social Defense, the adept may take 2 Strain to roll 1 Karma Point and add it to the Test Result. The Test Result is then compared to the Difficulty Number again to determine success. One Last Word can only be used once per failed Action Test.
Sixth Circle
Discipline Talent: Resist Taunt
The adept may spend 1 Karma Point on Perception-only Tests.
Seventh Circle
Discipline Talent: Leadership
Karma: The adept may spend 1 Karma Point on another person’s social Action Test. Using Karma in this way counts as the adept’s Standard Action that round. The adept must speak on behalf of the other party or take some other action that justifies spending the Karma Point.
Eigth Circle
Discipline Talent: Lion Heart
The adept adds +1 to his Social Defense.


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