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y

z
O This document contains
playtest materials.

j
These are mostly untested
and might be poorly balanced.

ROOSTER GAMES
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SYMPHONIST
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Who taught you how to combine magic and music? Is it a natural talent?
Are you a celebrity, or more of a traveling musician?
Who is your greatest music rival? Who inspires you to be who you are?
w What do your instruments and singing style look like?
ALSO: Bard, Idol, Rocker

SYMPHONIST FREE BENEFITS


w Permanently increase your maximum Mind Points by 5.

SYMPHONIST SKILLS
MAGICHANT (ç10)
Show's just begun, On your turn during a conflict scene, you may use an action and spend a variable
and it's lights out amount of Mind Points to focus voice and music into a magical effect known as a verse.
for you already! You may only sing one verse per turn, even if you have access to multiple actions; the
full rules for verses can be found starting on the next page.
When you first acquire this skill, you learn all three frequencies, plus one key and one
tone (see next page).
Whenever you acquire this skill again, you learn one key or one tone (your choice).
n RESONANCE (ç5)
Whether tracing their fingers
Whenever you affect one or more enemies with a verse, you may spend 10 Mind Points.
on a delicate harp, dazing
If you do, whenever one or more of those enemies suffer damage from a source before
enemies with the sheer power
the start of your next turn, you may choose one option: that source deals【SL】extra
of their vocals, or happily
damage to those enemies; or you regain an amount of Mind Points equal to【SL + the
diving into a crowd of delirious
number of enemies who suffered damage from the source】.
fans, Symphonists could be
best described as being one-
SKALD
person orchestras!
A Symphonist's skills reach After you sing a verse with a low or medium frequency, you may perform a free attack
beyond the normal limits of with a melee weapon you have equipped; treat your High Roll (HR) as zero when
music and singing: they rely calculating damage dealt by this attack.
on the strength of their souls
to weave magical energy into SOUND BARRIER (ç5)
elemental effects and boost After you sing a verse with a medium or high frequency, all damage you suffer until the
the morale of their allies in start of your next turn is reduced by【SL】(applied before damage affinities).
tense situations.
VIBRATO
n All damage dealt by your verses ignores Resistances.
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Rumor has it the songs of the Vinebeard Dwarves

WVERSES are powerful enough to shatter stone!

SINGING A VERSE TONES


When you sing a verse, you must combine a frequency, a key and a tone you have TONE
learned. These three aspects are what determines the verse's MP cost, targets and
effect. Calm
Each target recovers from【key status effect】and recovers【key recovery】equal to
w You learn all frequencies when you first acquire the magichant skill.
twice your current Willpower die size. This amount increases by 10 points if you are
w Each tone determines the general effects of your verse. level 20 or higher, or by 20 points if you are level 40 or higher.
If you select this tone, you cannot target yourself with the verse.
w Each key has an associated element, status effect, attribute and recovery. These
modify the effects determined by the tone of your verse. Energetic

Example: You may combine a low frequency with the key of flame and a haunting Until the start of your next turn, whenever a target succeeds on a Check that includes
tone to inflict the shaken status effect on a single creature at the cost of 10 Mind 【key attribute】and that Check allows them to advance or turn back a Clock, they
Points, or a medium frequency with the key of wind and a lively tone to increase your may fill or erase an additional section of that Clock.
allies' Insight until the start of your next turn at the cost of 20 Mind Points.
Frantic
Each target suffers【key element】damage equal to your current Willpower die size.
FREQUENCIES This amount increases by 10 damage if you are level 20 or higher, or by 20 damage
if you are level 40 or higher.
FREQUENCY MP TARGETS
Low 10 Yourself or another creature you can see that is able to Haunting
hear you. Each target suffers【key status effect】. Each target also loses Resistance to【key
Medium 20 Every ally that is able to hear you. element】damage (if they have it) until the start of your next turn.

High 30 Every enemy that is able to hear you. Lively


Each target treats their【key attribute】as being one die size higher (up to a maximum
of d12) until the start of your next turn.
KEYS
Menacing
KEY ELEMENT STATUS EFFECT ATTRIBUTE RECOVERY
Flame fire shaken Might Hit Points All damage dealt by each target's attacks and spells becomes【key element】until the
start of your next turn.
Frost ice weak Willpower Mind Points
Solemn
Lightning bolt dazed Dexterity Hit Points
Each target gains Resistance to【key element】damage until the start of your next
Stone earth poisoned Willpower Hit Points turn.
W Wind air slow Insight Mind Points W
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NEW HEROIC SKILLS
W SAMPLE BUILDS
POWER CHORD HARD ROCKER Dexterity d8, Insight d6, Might d10, Willpower d8
Requirements: You must have mastered the Symphonist class. Fury (2): Adrenaline (2)
Symphonist (3): Magichant (2: key of lightning, frantic, menacing), Skald
When you sing a verse with a medium or high frequency, you may choose to spend
twice the normal amount of Mind Points or 1 Fabula Point. If you do, you and every ally Greatsword, Runic Plate, 120 zenit.
that is able to hear you gain the following benefit until the start of your next turn: your
Accuracy Checks trigger a critical success whenever both dice show the same number
(as long as the Check is not a fumble). IDOL Dexterity d8, Insight d8, Might d6, Willpower d10
Orator (2): Unexpected Ally, Words of Hope
THEME SONG Symphonist (3): Magichant (3: key of flame, calm, lively, solemn)

Requirements: You must have mastered the Symphonist class. Staff (it's a microphone stand!), Sage Robe, 270 zenit

When you acquire this skill, you obtain a theme song - give it a name and assign it
a key from the ones you have learned (you can also choose a real-world song for this).
Once per conflict scene after you sing a verse in your theme song's key, you may
start your theme song (if it's a real song, I strongly suggest you have it playing in the
background~).
While singing your theme song, you gain the following benefits:
w You gain Resistance to【theme song's key element】damage.
w The MP cost for singing verses in the same key as your theme song is halved.
This benefit applies to you and to any of your allies who are able to sing verses.
The theme song lasts until the end of the scene or until you leave the scene, die, or
fall unconscious. The theme song also ends as soon as you sing a verse in a key other
than the theme song's, if your turn ends and you have not sung any verse, or if another
character starts their theme song.

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