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Bards &

Minstrels
FANTASY ADD-ON

BOB GREYVENSTEIN
BARDS & MINSTRELS
CONTENTS
ARCANE BACKGROUND 3
Arcane Artist..........................................................................3
New Edge...............................................................................3

POWERS 4
A�ract .....................................................................................4
Fortune....................................................................................4
Repel .......................................................................................5
Soothe .....................................................................................5
Suggest....................................................................................5

SAMPLE CHARACTERS 6
Cerina Longhoof ...................................................................6
Eldrin Vanderkraft ................................................................7

GARY DUPUIS
Fagor Kalassar .......................................................................8
Valira Amira...........................................................................9

CREDITS
WRITING, DESIGN & LAYOUT BY: Cyril Ronseaux.
COVER ART BY: Bob Greyvenstein © Grim Press, used with permission. All rights reserved.
COVER LAYOUT BY: Jan Jetmar.
COVER TEXTURES FROM: Pixabay, by Anne-Marie Ridderhof and DWilliams.
INTERIOR ART BY: Gary Dupuis and Lloyd Metcalf.

SPECIAL THANKS TO: Members of the Unofficial Savage Worlds Discord community, who helped me
with advice, layout, proofreading, balance, and support. Especially Charlo�e Irrgang, Jan Jetmar,
Kristian Serrano, Manuel "ManuFS" Sambs, Pat S., Richard Gillingham, and Syd Andrews.

This game references the Savage Worlds game system, available from Pinnacle Entertainment Group at www.peginc.com. Savage
Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group. Used with permission. Pinnacle
makes no representation or warranty as to the quality, viability, or suitability for purpose of this product.
Arcane Artist
ARCANE BACKGROUND targets and can’t use the Additional Recipients
modifier. Instead, they must use Aura modifier below.

ARCANE ARTIST MODIFIERS


■ AURA (+1/+2/+3): For 1 additional Power Point, the
■ ARCANE SKILL: Performance (Spirit)
power affects every target within a Small Blast
■ STARTING POWERS: 2
Template centered on the caster (Medium for 2,
■ POWER POINTS: 10
Large for 3). The Aura moves with the Artist. At
Arcane Artists create magic by performing Art. Any the end of the Artist’s turn, any recipient who is
art: acrobatics, calligraphy, comedy, dance, fire no longer in the Aura loses the power’s effects,
breathing, juggling, music, painting, poetry, public and new comers gains the effects. You can’t pick
speech, puppetry, origami, sculpting, singing, the Range Limitation of Touch, this is already
tragedy, ventriloquism... included in the Aura cost.

Arcane Artists use the Performance Skill to activate


Trappings: An Arcane Artist should include his Art
powers. They weave actual magic into their
into the power’s Trapping. A music instrument
performance. As a GM, you might choose in your
carries effects with sound; a dancer performs a
setting to have their powers come from the God or
sexy or evocative move to deliver a suggest power;
Goddess of Arts instead, but the Arcane Skill would
a singer sings a lullaby for slumber; a painter
remain Performance (not Faith).
sketches his summon ally on a parchment.
Arcane Artists use their entire body while
Powers: Arcane Artists have a large choice regarding
performing. Unless their art is one that allows them
the powers they can learn, as long as they fit the
to wield a weapon while performing, such as blade
theme and Trappings of their art.
dancing or singing, Arcane Artists are considered
Unarmed Defenders during their performance, but Forbidden powers: burrow, object reading, shape change.
their focus is so intense, they also are considered to
have the Channeling Edge.
NEW EDGE
Powers with a base duration in rounds (like barrier,
deflection, puppet) now last one round and are not PRESENCE
maintained with Power Points. Instead, the Artist REQUIREMENTS: Novice, Spirit d8+, Vigor d6+,
can take a Keep Performing action (no roll required) Performance d8+
to maintain it for one additional turn. Such powers
Some artists deliver so much emotion when they
are unaffected by the Concentration Edge.
perform, their audience is energized by their
While they Keep Performing, Arcane Artists may presence.
make a single Athletics (acrobatics), Intimidation,
The performer gains the Command and Natural
Performance, Persuasion, or Taunt roll as part of
Leader Edges, but those Edges, as well as any
their performance without triggering a Multi-
Leadership Edges they gain later, are only in effect
Action penalty. The GM might include other skills
while they perform. In combat, whenever the artist
based on the type of performance (usually as a Test
takes an action with a Performance roll or Keeps
or Support).
Performing, his Leadership Edges are active until
Powers that could benefit from the Additional the start of his next turn.
Recipients Power Modifier, can’t be cast on single
Powers
POWERS MODIFIERS
■ ADDITIONAL RECIPIENTS (+1): The power may
affect more than one target in Range for 1 for
ATTRACT additional Power Point each. Note that Arcane
Rank: Novice Artists must cast this power as an Aura.
Power Points: 2 ■ GUARDIAN (+2): The recipient may choose to
Range: Smarts spend their Fortune Benny to force an opponent
Duration: Instant to reroll a Trait or damage roll against him,
Trappings: Word of command, aura of seduction, taking the worse result (subtract 2 from the final
mental lure. total, if fortune was cast with a raise).

Attract creates a compelling desire for the victim to


come to the caster.

The power is opposed by the target’s Spirit. On


success, the victim is Vulnerable (and Shaken with
a raise), then immediately moves 1d6” towards the
caster.

MODIFIERS
■ CONE (+2): The power affects everyone inside a
Cone Template emanating from the caster. Roll
distance once, all affected targets move
that same distance.

FORTUNE
Rank: Seasoned
Power Points: 2
Range: Smarts
Duration: Instant
Trappings: blessings, lucky charms.

GARY DUPUIS
This power brings fortune and blessings to the
recipient.

On a success, the target gains a Fortune Benny. He


can spend it to reroll a Trait or damage roll. On a
raise, the recipient gets to add 2 points from the final
total when spending their Fortune Benny.

You can’t receive more than one Fortune Benny


during a single scene, whatever the source, and any
Fortune Bennies left unspent at the end of a scene
are lost.
Powers
REPEL MODIFIERS
Rank: Seasoned ■ ADDITIONAL RECIPIENTS (+1): The power may
Power Points: 3 affect more than one target for 1 additional
Range: Smarts Power Point each. Note that Arcane Artists must
Duration: 5 cast this power as an Aura.
Trappings: song of power, mental barrier. ■ RELAXED (+1/+2): For 1 additional Power Point,
the duration of this Power is raised to 5 minutes
This power keeps an enemy away from the caster.
(1 hour for 2 Power Points). The target is so calm
Whenever the target wants to move towards the she can’t enter strongly aggressive states (like
caster or to take an aggressive action against him, Berserk or Wild Attacks) and gains the Brave Edge.
she must first succeed at a Spirit roll (at –2 if cast ■ SERENITY (+10/+20): The power also heals effects
with a raise). On a failure, she suffers a –2 penalty to from the Fear Table (including Phobia and Heart
her a�acks against the caster this turn, and can’t Attack), or coming from similar strong emotion.
move adjacent to him. On a success, she ignores this For +10 Power Points, the effects must be less
power this turn. On a raise, she completely ignores than one hour old. For +20 Power Points, older
it for its duration. effects are also healed.

MODIFIERS
SUGGEST
■ AREA OF EFFECT (+1/+2): For 2 additional Power
Rank: Seasoned
Points, place a Medium Blast Template around
Power Points: 1
the caster. The power affects anyone from
Range: Smarts
outside the Template who wishes to move inside
Duration: 5 minutes
or take aggressive action against a target inside
Trappings: Whispered words of power, seduction,
the Template. The area moves with the caster.
pheromones, psionic mind trick.
For 3 points, place a Large Blast Template.
This power convinces the target a single statement
SOOTHE is true (those dwarves aren’t the one you are looking for!).
Rank: Novice
Suggest is an opposed roll of the caster’s arcane skill
Power Points: 2
versus the target’s Smarts. The target suffers a –2
Range: Smarts
modifier for something easy to believe, and up to +2
Duration: Instant
for something difficult to believe. On success, the
Trappings: Cooling air, calming words, gentle
target acts as if the statement was true.
music, relaxing scent.
When new evidence or information makes her
This power brings calm to an otherwise disturbed
doubt the statement, she is allowed a Smarts roll,
victim’s mind.
with the same modifiers as above, and an additional
On a success, soothe calms the target of strong –2 if the opposed roll was a raise. If successful, the
emotions like panic, anger, despair, and distress, victim is no longer subject to this fake belief.
and removes aggressive effects such as Berserk.
MODIFIERS
The target can choose to resist the effects. If so, the ■ AREA OF EFFECT (+2/+3): The power affects
power is opposed by the target’s Spirit. everyone in a Medium Blast Template for +2
Power Points, or a Large Blast Template for +3
Power Points.
Sample Characters
SAMPLE CHARACTERS In combat, she...well first she tries to not get into
combat! Her Persuasion skill and soothe power will
see to that. If she really ends up in combat, she uses
“So, Vanessa, who is your character?”
her Performance skill to Support her allies’ actions,
“A lovely bard.”
“Well, this is pretty vague. Tell me more.” with Reliable and Work the Room. Her powerful
Presence keeps the group’s morale up. And
“She is a centaur, born in a nomad tribe from
the wild hills of Folentia. She is scared as hell, elemental manipulation is perfect to Test opponents
but music guides her.” that needs a bit softening.
“She plays an instrument?”
“Strings. When she plays her Sitar, the world is For her next advances, she could reinforce her
different, it’s like fear is going away. People magic, looking for New Powers, Rapid Recharge,
listen to her in awe. She helps them. She
guides them.” and Power Points; improve her survival and become
a real Woodsman; work harder on her Persuasion
and Performance to reinforce her strengths; learn
CERINA LONGHOOF from a Healer; or delve deeper into Leadership
potential.
D CERINA LONGHOOF
Race: Centaur; Advances: 4; Rank: Seasoned
Attributes: Agility d6, Smarts d6, Spirit d10, Strength
d6, Vigor d6
Skills: Athletics d6, Common Knowledge d4,
Fighting d6, Healing d4, Notice d6, Performance
d8, Persuasion d8, Stealth d4, Survival d6
Pace: 8; Parry: 5; Toughness: 7(1)
Hindrances: Can’t Swim, Loyal, Yellow
Edges: Arcane Background (Arcane Artist), Presence,
Reliable, Work the Room
Powers: elemental manipulation, soothe. Power Points: 10
Gear: Leather jacket (+1), shortsword (Str+d6), sitar.
Special Abilities:
• Hooves: Natural weapons, Str+d4 damage, on
raise pushes target away 1”.
• Running die: d8.
• Big: Can’t wear equipment not designed for her.
Equipment, armor, food, and clothing cost
double.
• Size +1
GARY DUPUIS

Cerina plays as the group’s face. She negotiates for


the group and keep them out of harm. In the wild,
she helps with basic tasks like foraging, being on the
watch, and patching up a few bruises. She loves to
help and the group finds her Reliable.
Sample Characters
ELDRIN VANDERKRAFT
“GM? I would like to play a bard.”
“I already have a player character playing some
instrument.”
“You fool! There is much more to bards than
music! What about puppetry?”
“Yeah, you’re right. A puppeteer would be fun!”

“I’m ready. His name is Eldrin. He was born poor


but smart and deserves better than that.
He thinks he belongs in high society. He has
learned to manipulate people, make them
react the way he wants them to.”

GARY DUPUIS
D ELDRIN VANDERKRAFT
Race: Human; Advances: 4; Rank: Seasoned
Attributes: Agility d8, Smarts d10, Spirit d8, Strength
d4, Vigor d4
Skills: Athletics d4, Common Knowledge d4,
Fighting d4, Intimidation d4, Notice d4, Perfor-
mance d8, Persuasion d4, Stealth d6, Taunt d10,
Thievery d6
Pace: 6; Parry: 5 (4 without rapier); Toughness: 4
Hindrances: Arrogant, Poverty, Wanted (Minor)
Edges: Arcane Background (Arcane Artist), Humiliate, With attract he can pull archers out ofcover, or
New Powers, Power Points, Thief force an enemy to disengage from melee, thus
Powers: Attract, illusion, stun, telekinesis. Power allowing free attacks from his allies. It also makes
Points: 15 enemies Vulnerable, which is always appreciated by
Gear: Dagger (Str+d4), lantern, lockpicks, rapier the group.
(Str+d4, +1 Parry).
When in trouble, he puppets the opponent into a
frenzied dance with stun.
Eldrin is a pest. He believes himself to be superior to
most people. He always has the right words to push In upcoming adventures, Eldrin should learn to
someone into doing his bidding and what he doesn’t defend himself better, increasing his Parry.
have, he steals. Extraction to get away from harm will also help a
lot! He could also improve his Stealth and become
Yet, in a group Eldrin is a helpful thief, with decent
an Assassin. With a bit more Intimidation or
Stealth and good Thievery skills. But he really
Persuasion, he could work on his Connections and
shines using telekinesis and illusion to get them out of
Streetwise too. But, most important, at Veteran, the
troubles.
puppet power awaits!
Against adversaries, he stays well behind his allied
fighters and Taunts opponents from there, hoping
the group stops the angry mob before he gets hit!
Sample Characters
is a very good guide, with good Stealth and
FAGOR KALASSAR excellent Survival. He knows most animal noises,
and can mimic them.
“Hey, I would like to play some sort of Shaman,
from ancient tribes, guided by the power of
Nature. He would be tough and mean.” In battle, he uses Intimidation, roaring like a wild
“Let’s see. beast. He knows how to fight up and personal, and
You could come from the northern forest of can throw axes too. But by performing songs of
Jormundar? They are hunter tribes, proud and
fierce. In battle they roar like beasts and scare battle with his drum, he Supports his allies, call the
their enemies away.” stones to raise and fight for him (summon ally), and
“Oh, yes! Let me pick a drum and perform some
tribal war songs, magical songs, taught from allows his allies to ignore pain by improving their
father to son.” Toughness (protection).
“Perfect!”
With more experience, he can learn New Powers,
like beats able to shake the ground (havoc), raise
D FAGOR KALASSAR walls of stone (barrier), or unleash his allies’ fury
Race: Human; Advances: 4; Rank: Seasoned
(warrior’s gift, smite). He can also choose Killer
Attributes: Agility d6, Smarts d6, Spirit d8, Strength
Instincts and Bolster, to improve his Intimidation
d6, Vigor d8
prowesses. He should also be prepared to take some
Skills: Athletics d6, Common Knowledge d4,
hits, increasing his Vigor, ge�ing Nerves of Steel
Fighting d6, Intimidation d8, Notice d6, Perfor-
and Strong Willed.
mance d6, Persuasion d4, Stealth d6, Survival d8
Pace: 6; Parry: 5; Toughness: 8(2)
Hindrances: All Thumbs, Code of Honor, Mean.
Edges: Arcane Background (Arcane Artist), Menacing,
Rabble-Rouser, Woodsman
Gear: Drum, handaxe (Str+d6), throwing axes x4
(3/6/12 Str+d6), leather clothes (+2), trapper’s knife
(Str+d4)
Powers: protection (Vigor of the Wild — always cast
with Toughness modifier), summon ally (Call of the
Earth – stone a�endant). Power Points: 10

Fagor comes from a rough country, where the


strongest wins. He doesn’t like people, he is rude
and mean, and prefers to walk alone. His trust is
hard to earn.

He doesn’t like technology or cities. He believes in


the law of Nature and customs from his ancestors.
Knowing and respecting those laws ensures
survival. Respect wild life, do not kill what you
GARY DUPUIS

won’t eat or use. Defend your life and your clan.


Keep an eye on the sky, the other in your back.

But the group will learn to appreciate his talents. He


Sample Characters
D VALIRA AMIRA
VALIRA AMIRA Race: Human; Advances: 4; Rank: Seasoned

“Dance is an Art, right?” Attributes: Agility d8, Smarts d6, Spirit d6, Strength
“Yes, sure. What do you have in mind?” d4, Vigor d6
“An agent of Zura.” Skills: Athletics d8, Common Knowledge d6,
“Oh, the goddess of Blind Justice. Anyone can
request Justice for a target, by making a Fighting d8, Notice d6, Performance d6,
donation to the cult. If the donation is Persuasion d6, Stealth d8
appreciated, Zura sends one of her agents to
take care of your problem, otherwise she sends Pace: 6; Parry: 6; Toughness: 5
her agent after you.” Hindrances: Ruthless (Major — fulfill Zura’s contract
“Yes. Valira will use dance and seduction to gather or die trying), Wanted (Major)
information to find her targets, and then slit
their throat open.” Edges: Arcane Background (Arcane Artist), Assassin,
Extraction, Streetwise, Very A�ractive
Powers: Confusion (Limitation – Touch), empathy,
slumber (Limitation – Touch), suggest. Power
Points: 10
Gear: Assassin’s needle (Str+d4, pinned in her
ponytail).

Valira’s Persuasion and Streetwise allows her group


to move with ease in town. She uses suggest to push
people into giving her vital information or to turn
them against their former allies. Confusion (usually
cast with Area of Effect) is perfect to set up targets
and slumber perfect to escape.

With a few more contracts fulfilled, she might


become an Improvisational Fighter and be able to
kill with anything at hand. Fleet-Footed and Free
Runner would let her get in and out faster. With the
militia wanting her dead, Dodge could avoid their
arrows and bolts. Acrobat would add style and
LLOYD METCALF

flexibility to her kit. Notice and Alertness would go


a long way for a spy such as Valira. What about,
Power Points and New Powers? Mind reading,
teleport, mind wipe and puppet would be perfect for
her job.

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