Power of Correct Utterance
Bard's Presence
Stamina 1
Power of Correct Utterance -
Mastering the presence of speech and
song. Boosts Bard's charisma to
enhance their power +1 per ace.
Allows Bard to direct their voice and
presence to select targets and areas,
and to throw their voice.
Song of Light-A song sung as the Bard
actually guides allies to a position
with the rising sun behind them, and
at the crucial moment, the Bard's
voice lifts up with powerful
resonance and the army charges as the
sun peaks the horizon to blind the
enemy. Attacks at dawn only. -1-AR
per ace, -1-HB per ace, rivals.
Song of Courage - A song or poem of
courage, which boosts moral and
courage. +1 Courage and Constitution
per ace to allies vs. fear, charms,
or other mental effects.
Stamina 2
Battle March - A song accompanied by
battle drums which shakes the courage
of a rival army. -1 init, -1-Courage
and Constitution, and Willpower per
ace, to rivals.
Voice of the Paragons - Bard roars
words of power that stuns, and
deafens foes. -1-AR per ace, deafens
1 turn, +1 turn per ace, rivals.
Roar of Menace - Bard roars words of
death and destruction and inflicts
all enemies with a terrible dread. -1
all mental rolls per ace.
Stamina 3
Muse - Whenever Bard has a muse, his
charisma, willpower, and voice is
enhanced. +1-Mental Checks per ace,
+1 d6 on any Bardic power.
Breath of Endurance - Bard draws a
deep breath and meditates a moment to
find his center. Bard's strength and
stamina is enhanced by +1 per ace.
Uses one turn.
Battle Hymn - A song or poem recited
over the battle field which tells the
story of the supported army's great
victories at battle. -2-HB, -1-AR per
ace, -1 d6 per ace, to rivals.
Stamina 4
Deafen - Thunderous roar which
deafens all rivals so they cannot
hear the next song or poem sung by
the Bard.
Song of [Anwarr] - Song or poem of a
great warrior and his tribulations on
a journey which nearly killed him.
Tells of how he endured against all
odds to make it home. Increases
stamina +1 per ace, HP +Normal Power
of Roll, AC+1 per ace. Affects all
who hears it.
Song of Glory - A song or poem which
boots battle prowess, focus, and
confidence. +1-HB per ace, +1 d6 per
ace, Allies.
Stamina 5
Bardic Majesty - Bard exudes such a
powerful presence that they can
dominate the will of others through
the power of speech. Once the enemy
is dominated, the Bard can make them
obey a single command. if power
crits, Bard can command the affected
enemies for duration of effect. if
power triple crits (natural 20), Bard
can enslave affected enemies to their
will.
Vocal Tempest - The bard sings or
speaks of the storms which raged
during legendary battles, with such a
force of presence and power, that the
very elements of the storm are
invoked, and lighting streaks from
the sky to spread in fingers to
strike enemies. Fog can also be
called from the storm, as can
damaging winds, hail, or pouring
rain. Affects area of effectiveness,
or up to +1 called enemy per ace, one
elemental attack, or effect only.
Tribute to Valor - A song or poem of
allied warriors who fell in battle,
who should have perished but
survived. Heals+1-HP per success, +5
-HP per ACE-Allies. -1-HB rivals.
Stamina 6
Dirge of the Dead - A song recounting
the lives of enemy kings, legendary
warriors, and lords taken in battle.
+1-HB per ace, +1 d6 per ace-Allies.
-1-HP per success, -5-HP per ace,
rivals.
Voice of the Gods - Bard roars a word
of power that stuns, deafens foes,
and inflicts all enemies with a
terrible dread. -1 all mental rolls
per ace, -1-AR per ace, deafens 1
turn per ace, rivals.
Warrior's Pride - Satire that taunts
and injures the enemy's pride. -1-AC,
-1-HB per ace, -1 d6 per ace, +1
damage per success, rivals. ###
Stamina 7
Tribute of Kings - A song or poem
reciting the great Kings of the
allies Kingdom, their great feats,
and triumphs on and off the battle
field. Boosts all physical endowments
+5, +3-HB, +1-AC per success, allies.
Song of the Void - A song so hollow
and haunting that it calls a dead
zone over allies and rivals alike,
which absorbs magic and power within
the dead magic zone. Physical attacks
only while dead zone lasts. Presence
vs. Level of Ability.
Favored - Bard is favored above many
by his muse, or the leader he/she
serves, and with this favor their
mental power, health, and power is
outstanding. +1-Mental Checks per
ace, +5-HP per success, +2 d6 power.
Bard must be favored to take this.
One roll only, rerolls allowed,
factors are permanent.
Spirit of the Wind - The voice and
spirit of the wind fills the Bard and
gives them hasted movement. Movement
+1 per success.
Stamina 8
Battle Cry - All roar and cry out
with the bard. Staggers the enemy, -
1-HB, -1-AR, and -1-AC all per ace,
rivals.
Might of Ages - The bard's power
swells and pours into his next song,
poem, or utterance to increase the
duration an effect lasts. Duration
enhanced +1-turn per ace.
Song of Dreams - Bard weaves
realistic visions through his song or
poem. Bard determines what the
visions are.
Stamina 9
Woes of War - A song so powerful and
filled with woe, that all on the
battle-field will stop to listen as
the Bard sings of the woes of war,
and how both sides alike believe
their cause to be right. Regroup, +1
init to allies next sally.
Petrifying Howl - Bard howls with
such menace that his terrifying voice
splinters the air and resounds with
haunting echoes. Shatters the will.
-1-WP per success to all who hear the
howl.
Satire of the Wanderer - A song or
poem, accompanied by a dance, about
great travelers, which boots the
bard's movement and dexterity. +1-
Mvm, and Dex per ace.
Stamina 10
Song of Rage - Fills allies with rage
and blood lust. +1-HB per Ace, +6-
Strength, +10-Stamina, -5-AC, allies.
Shakes the Willpower of rivals -1-WP
per ace.
Shocking Tale - Bard sings or tells a
tale so shocking and horrifying, that
images of the tale manifest to the
eyes of those who hear it, these
phantom images actually draining
health and stamina. Absorbs health,
-5-HP per success, -10-HP per ace. -1
stamina per ace.
Bardic Weave - Combine aspects of
songs, poems and abilities for called
effects.
Stamina 11
Valor of the Dead - Recounts the
great feats of allies fallen in
battle, and the noble causes they
died fighting for. Usually sung at
camp after a battle. Heals +5-HP per
success, +10-HP per ace, allies.
Harnessed Rage - if attacked, the
Bard can harness such rage, while
remaining focused, that his strength,
dexterity, stamina, and movement
increases intensely, and he becomes
very hard to injure, edged and melee
weapons doing him little or no damage
at all, while he resists magic
attacks. +10-Fortitude, +1-Fortitude
per success vs. Physical damage. +5%
-MR per ace. +1 on all Physical
Checks per ace. Rage lasts until
conflict between Bard and enemy ends.
Gateway of Lore - Bard has visions of
future events which are triggered by
a particular area where event will
take place, or by a face which shall
be involved in said events. Charisma
vs. Ability Level.
Sow Discord - A powerful vociferation
where the bard throws their voice,
and causes the enemy to turn against
and fight each other.
Roar of Peril - A thunderous cry
which deals a great deal of damage to
enemies. Critical damage if it crits.
Can be deadly.
Stamina 12
Song of Doom - Song which tells of
the forthcoming doom of the
opposition. Shakes their will, their
courage, and constitution. -1-AR per
success, -1-AC per success, -1-
Stamina per success, -1-HP per
success, -5-HP per ace, rivals.
Bard's Whimsy - Bard can take control
of target/s through song, prose or
satire, and control what they do. A
sort of Simon Says domination affect.
Cry Havoc - Powerful prose or song
which causes mass havoc among the
enemy ranks. Confusion runs rampant,
emotions explode, vivid
hallucinations overcome the enemy,
and the opposition can no longer tell
enemy from ally.
Smite - The Bard's voice booms with a
single word which smites an enemy.
Deadly if successful.
Bardic Formulation - Bard can
formulate affects through song,
words, satire and poems, even ward a
large area from magic or supernatural
infiltration.
Information
Success is determined by a Bard's
Charisma Level, as Charisma adds +1
HB to Bardic Lore MA per five levels
of charisma. Bardic Lore has no HB
of its own but rather depends on the
HB of the charisma. The Bardic Lore
MA defines damage and power.
Charisma checks cannot be purchased
with XP only gained through leveling
up in Bardic Presence.
each Song or Poem can only be
used once effectively during a
battle. With regroup, they can be
used again. Other abilities, Bardic
Weave, and Formulation, can be used
multiple times. Bards usually begin
their training at a very young age.
The reason for this is that it takes
19 years for a Bard to master the
Power of Correct Utterance. Once this
landmark ability is learned,
additional abilities and songs are
learned more easily. A level one Bard
should be at least 25 years old.
Bards cannot be multi-classed. They
must dedicate themselves entirely to
their calling. The only exception is
if the Bard has an animal/creature
form they form can take, and that
form has a class of its own.
Area and Duration
Area that voice carries effectively
to is up to +10 yard radius per level
of ability used. Duration is up to 1
turn, +1 turn per ace.
Bard Levels
Bard levels are unusual. Their power
is a form of Presence which their
Charisma defines the Power of.
Charisma Level determines a Bard's
ability level, while their Presence
Level defines their Level of Power.
All Bards start with AR+1 and
Charisma of 10. The reason Charisma
for Bards cannot start at levels
above 10, is because their Charisma
is more complex, and must be trained
to empower their voice, power of
correct utterance, and presence.
Charisma Bonus
Bards get +1 charisma for each Bardic
Presence Level they master.
Success and Failure
Roll Hit Dice with charisma HB (+1
per 5 levels of charisma) vs. Hit
Dice with Willpower HB (+1 per 5
levels of WP) and if Bard succeeds,
roll Bard's Level to determine power
or damage of presence. if Bard's
Presence succeeds the hit dice
determine whether the roll does
normal or critical power or damage.
Retaliation
Bards do have one form of fighting,
called retaliation. Every Bard has
one weapon of choice, and one weapon
only. They will only use their
weapon, or fight, if they are
attacked. They otherwise use their
presence. With retaliation, they have
+1 d6-HB defense, and counter attack
bonus, +1-AR, and +3 d6 counter
attack damage. Their retaliation
level is the same as their Presence
Level. Once engaged in combat, they
can attack the enemy or enemies
engaging them until all their
attackers are dead. Bards never gain
the initiative. Bard's Movement and
Strength increases by +1 d6 per hit
delved to enemy while retaliating,
the Bard gaining more momentum as the
fight progresses.
Retreat
Instead of fighting if attacked,
Bards often retreat to safe ground,
where they can continue assisting the
warriors or army they support. Bards
are not cowards, they would not have
such presence if they were, and most
retreat quite simply because they
cannot benefit their allies as well
if they are fighting, or not at all
if they get killed. Bards can haste
their movement and their dexterity is
improved during a retreat, Movement+2
d6. Dexterity +1 d6. They also have a
Retreat Bonus-Presence Level = + d6.
if Bard's retreat fails, they get no
init and risk getting hit with -1 AR
defense. if retreat is successful,
they find safe ground for 1 d6
rounds.
Safe Ground
Bards get a 1 d6+2 Safe Ground Roll
at the beginning of a sally, and a 1
d6+1 Safe Ground bonus roll at any
time during a battle or conflict.
Safe Ground rolls determine how many
Rounds a Bard is on safe ground. When
on safe ground, Bard is positioned
where he is very hard for the enemy
to reach, while on optimum ground to
witness a battle and proceed over it
as the resident Bard. Bard cannot be
touched by the enemy while on safe
ground, but the enemy can find a way
to get to the Bard, when safe ground
rounds are spent.
Stamina Loss
Like all power, Presence costs
stamina to use.
Example: 1 (stamina used)-
Presence 1-3 (presence levels)