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{{Template:Core Rule Header}}
{{Template:Core Rule Header}}
==Bard==
==Bard==
“The days of the old have gone, but the present may tell the stories of tons.
"Every room has a song in it. Most people just aren't listening hard enough."


The bards sing of secrets better left in the dark, and they orate epics of the lightest of hope. They believe that everyone has a story, and they’re much determined to get it which is what makes them such a sociable bunch. They know what to say to get you to chatting your brains out. Everyone trusts them, not just because of their unexplainable easygoing personalities, but also because of their ability to stick to their word.  
A bard does not perform for an audience. They perform because the world is full of untranslated languages: the creak of a dungeon door, the silence after a monster stops moving, the exact register of a stranger's laugh when they are hiding something. Music is how a bard reads all of it.


There’s no one more interested in the integrity of a story than a bard. If they hear you misrepresenting a hero or a villain they’ve done, then they have tons of spells in mind to turn you upside down. They protect these epics even if it meant sacrificing their lives. After all, humanity’s hope rests in their ability to light up the world.
They carry their instrument like other classes carry a weapon, because for them it functions like one. Percussion steadies a fight. Strings can repair what the fight broke. Wind can slip past a wandering monster without waking it. Brass puts fear into things that should be afraid. A bard without a song left in them is rare; a bard who will not sing for you is a different kind of warning.
 
What they gather is not coin or glory. It is information, atmosphere, leverage. Ask a bard what they know about a place and they will tell you about the sound of it, which will tell you everything.
 
==Abilities==
A Bard may perform '''3 Songs per day'''. Track uses in the boxes below.
 
{| class="wikitable" style="text-align:center;"
! Song 1 !! Song 2 !! Song 3
|-
| ☐ || ☐ || ☐
|}
 
All Song uses reset after a [[Rest and Recovery|Darkfall]] rest or resting in Town.
 
Each Song counts as 1 use regardless of which Song is performed. The Bard may perform the same Song multiple times in a day as long as uses remain.
 
Songs are organized by '''Music Type'''. Each type requires a specific instrument equipped in a [[:Category:Bag|Bag]] slot, except '''Singing''', which requires no instrument.
 
===Percussion===
Requires a [[Drum]] equipped.
{| class="wikitable"
! Song !! Effect
|-
| [[Chant of Battle]] || +1/2/3 white Attack dice this encounter
|-
| [[War Cadence]] || +1/2/3 white Defense dice this encounter
|-
| [[Rhythm of Endurance]] || Remove 1/2/3 Threat Dice from the current pool
|}
 
===String===
Requires a [[Lute]], [[Harp]], or [[Lyre]] equipped.
{| class="wikitable"
! Song !! Effect
|-
| [[Hymn of Restoration]] || Restore 1/2/3 Health (outside of combat)
|-
| [[Ballad of Clarity]] || +1/2/3 white dice to the next Mind Skill Check
|-
| [[Serenade of Fortune]] || +1/2/3 white dice to the next Luck Skill Check
|}
 
===Wind===
Requires [[Pipes]] or a [[Whistle]] equipped.
{| class="wikitable"
! Song !! Effect
|-
| [[March of the Swift]] || Reduce Time box cost of this action by 1/2/3 boxes
|-
| [[Breath of Vigilance]] || +1/2/3 white dice to the next Reflex Skill Check
|-
| [[Piping of the Veil]] || Skip Wandering Monster check; 5+ also removes a Threat Die
|}
 
===Brass===
Requires a [[Horn]] equipped.
{| class="wikitable"
! Song !! Effect
|-
| [[Fanfare of Dread]] || Monster loses 1/2/3 white Attack dice this encounter
|-
| [[Rallying Call]] || Restore 1/2/3 charges to any one equipped item
|-
| [[Horn of Valor]] || Reroll 1/2/3 Attack dice after rolling
|}
 
===Singing===
No instrument required.
{| class="wikitable"
! Song !! Effect
|-
| [[Enchanting Aria]] || +1/2/3 white dice to the next Social Skill Check
|-
| [[Song of Courage]] || +1/2/3 white dice to a triggering Body or Mind hazard check
|-
| [[Lullaby of the Deep]] || Improve monster Reaction 1/2 steps; 5+ exit room without combat
|}


==Primary Attribute:==
==Primary Attribute:==
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==See Also==
==See Also==
*[[HERO-200|Table 200: Hero Class]]
*[[HERO-200|Table 200: Hero Class]]
[[HERO-202|Table 202: Bard Pack]]
*[[HERO-202|Table 202: Bard Pack]]


__NOTOC__
__NOTOC__

Revision as of 14:54, 28 June 2026

Dicey Dangers, Core Rule Game by Joel Hills

Bard

"Every room has a song in it. Most people just aren't listening hard enough."

A bard does not perform for an audience. They perform because the world is full of untranslated languages: the creak of a dungeon door, the silence after a monster stops moving, the exact register of a stranger's laugh when they are hiding something. Music is how a bard reads all of it.

They carry their instrument like other classes carry a weapon, because for them it functions like one. Percussion steadies a fight. Strings can repair what the fight broke. Wind can slip past a wandering monster without waking it. Brass puts fear into things that should be afraid. A bard without a song left in them is rare; a bard who will not sing for you is a different kind of warning.

What they gather is not coin or glory. It is information, atmosphere, leverage. Ask a bard what they know about a place and they will tell you about the sound of it, which will tell you everything.

Abilities

A Bard may perform 3 Songs per day. Track uses in the boxes below.

Song 1 Song 2 Song 3

All Song uses reset after a Darkfall rest or resting in Town.

Each Song counts as 1 use regardless of which Song is performed. The Bard may perform the same Song multiple times in a day as long as uses remain.

Songs are organized by Music Type. Each type requires a specific instrument equipped in a Bag slot, except Singing, which requires no instrument.

Percussion

Requires a Drum equipped.

Song Effect
Chant of Battle +1/2/3 white Attack dice this encounter
War Cadence +1/2/3 white Defense dice this encounter
Rhythm of Endurance Remove 1/2/3 Threat Dice from the current pool

String

Requires a Lute, Harp, or Lyre equipped.

Song Effect
Hymn of Restoration Restore 1/2/3 Health (outside of combat)
Ballad of Clarity +1/2/3 white dice to the next Mind Skill Check
Serenade of Fortune +1/2/3 white dice to the next Luck Skill Check

Wind

Requires Pipes or a Whistle equipped.

Song Effect
March of the Swift Reduce Time box cost of this action by 1/2/3 boxes
Breath of Vigilance +1/2/3 white dice to the next Reflex Skill Check
Piping of the Veil Skip Wandering Monster check; 5+ also removes a Threat Die

Brass

Requires a Horn equipped.

Song Effect
Fanfare of Dread Monster loses 1/2/3 white Attack dice this encounter
Rallying Call Restore 1/2/3 charges to any one equipped item
Horn of Valor Reroll 1/2/3 Attack dice after rolling

Singing

No instrument required.

Song Effect
Enchanting Aria +1/2/3 white dice to the next Social Skill Check
Song of Courage +1/2/3 white dice to a triggering Body or Mind hazard check
Lullaby of the Deep Improve monster Reaction 1/2 steps; 5+ exit room without combat

Primary Attribute:

Items

See Also


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Subcategories

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Pages in category "Bard"

The following 5 pages are in this category, out of 5 total.