Wandering Minstrels

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Summary

The Wandering Minstrels are musicians that use their voice as a deadly weapon. Unlike the Rokinja, they need no weapon to belt out their beautiful and powerful attacks.

High level Wandering Minstrels can sing their foes to death, mind control opponents, or even heal their allies.

History

The Wanderering Minstrels have been around since before the Wanderers officially existed, and inspired the very arts of the Rokinja (although the Rokinja won't openly admit it). They're a rather mysterious group that's spread all across the world, and many fear them.

Their leader is a man known as Nightingale, a man in his mid-40's with a beautiful harmonic voice. Considering the bird theme, many have speculated that Nightingale is either related to the Raven some way or even might be him in disguise.

The Wandering Minstrels are mostly a good group. There are very few corrupt Minstrels that use their power for evil. Instead, they use their beautiful voices to inspire and bolster people to a level of greatness.

Attribute Scores

The Wandering Minstrels will take whatever God gave them but require a high will to pull off some of their better moves.

Abilities

Level 1

Voice Like Butter
Wanderer 1
Cost: Passive
The Wandering Minstrels are master vocalists and have practiced their art. This can be used either for singing or fooling others. Wandering Minstrels get a +2 to all checks to sing or disguise their voice as someone else's.


Beautiful Inspiration
Wanderer 1
Cost: 3
The Minstrel can use his voice to inspire others to a greater level. The Minstrel sings an inspirational tune and inspires the target with a +1 bonus on one skill check or attribute check. This does stack with other skill bonuses and the Minstrel cannot target himself.


Unchained Avian
Wanderer 1
Cost: 2
The Minstrel sings of beauty, love, and freedom. Every turn the Minstrel sings, this song gives a +2 to Will to all party members (minus the Life) until the Minstrel's next action. This does not target the Minstrel.


Rainbow Connection
Wanderer 1
Cost: Passive
The Minstrel shares a special bond with their friends that cannot be broken. However, some people are closer to the Minstrel's heart than others. When a Minstrel learns this ability, they pick one person they have a strong connection to. The Minstrel, unable to stand this person in pain grows righteous fury to strike back. Anytime the Minstrel is conscious and sees that character take damage from an enemy attack, they gain a +1 to hit that target on their next attack. Should said character die or make the Minstrel no longer trust them, the Minstrel must wait a year before picking someone else to apply it to.


Level 2

Shrill Pitch
Wanderer 2
Cost: 1
The Wandering Minstrel sings a shrill note that damages the ears of everyone that can hear it for 2 damage. This attack is resolved as an opposed will check and cannot be reduced by any damage reduction.


Beautiful Vibratto
Wanderer 2
Cost: 10/turn
The Minstrel sings a beautiful beautiful Vibrant tune and heals all allies for 5 damage every turn he uses this.


Croon at the Moon
Wanderer 2
Cost: 5
The Minstrel is a master of emotional control. With his powerful and talent vocals, the Minstrel can make an opponent make an opposed Will check at a -2 to Will to make one opponent feel a general emotion of his choosing. This effect only lasts for that scene or until the target cannot see the Minstrel anymore. This does not control the character's actions. So, you can make a character afraid, but they will still attack if they're not a coward. You can make a character have feelings of love for you, but they won't necessarily do what you say. This is more effective in helping control the flow of diplomacy and effecting subtle tricks.


Song of the Forest Lord
Wanderer 2
Cost: Passive
The Minstrel knows that music slays the savage beast and has a voice that calms even the most wild animal. The Minstrel with this ability gains a +1 to use their song abilities against non-sentient, non-boss tier animals.


Voice of an Angel
Wanderer 2
Cost: Passive
The Minstrels have beautiful heart-warming voices that bring peace and inspiration to all. When a Minstrel with this ability makes a first impression with a character, unless the character has an excellent reason otherwise, the character will have a generally friendly attitude towards the character. Of course, the player can still ruin this relationship later, but it's a good way to get in the door.


Voice of a Devil
Wanderer 2
Cost: Passive
Not all Minstrels are good guys. Some Minstrels use their abilities for more devlish purposes. Whenever a Minstrel with this ability knocks out an opponent with a song ability, the victim suffers horrible nightmares until they wake up.


Back-up Singer
Wanderer 2
Cost: Passive
Some Wandering Minstrels shine best in the back where they can support others. The spirit of helping their friends rejuvenates their spirit. Any time the Wandering Minstrel using an ability to buff or heal one or more allies (in a way that does not harm the opponent), the Wandering Minstrel gains back 2 Life. The Wandering Minstrel can only gain back 2 life for each ability a turn.

Level 3

Mr. Exploder
Wanderer 3
Cost: 10
The Minstrel belts a note that blows his opponent's mind, literally. Make an opposed will check at a -3. If the opponent fails, he or she is at a -1 to Will and Precision until the end of battle. This cannot lower Precision and Will below 1.


Shatter the Glass
Wanderer 3
Cost: 8
This is a rather unusual ability, but useful nonetheless. The Minstrel hits a high note that shatters just about anything. This ability can be used to target any one object not currently held by an opponent and shatter it instantly. Anything short of a steel wall, a boat, or a house, is fair game. Unlike the Craftmen's Hammer Meet Nail, this attack does not have precision (the object just shaters) and cannot destroy something of indestructible quality.


Split the Heavens
Wanderer 3
Cost: 1 Awesome Point
This is one of the Minstrel's more unusual abilities. The Minstrel has a beautiful and clear voice that causes even the sky itself to cry or smile on a moments notice. With a simple melody or refrain, the Minstrel can control the weather and change the conditions around him (provided something unnatural isn't causing the weather). This only effects a half mile radius around the Minstrel.


Ye Olde Song That Continues into the Abyss
Wanderer 3
Cost: 5/turn
The Wanderer knows a frustrating never-ending song that gets on the nerves of their opponent. The Minstrel makes an opposed Will check against all foes at a -2. While in effect, this ability makes all of the opponent's attribute scores effectively 1 lower (without the Life loss from the loss of Body or Will unless their life is above their max Life after the adjustment). However, if this move continues to be used each turn, the Wanderer gains a cumulative +1 to the opposed Will roll for each turn this move has been used. If the Wanderer stops for any turns, this bonus stops.


Eternal Diva
Wanderer 3
Cost: 8/turn
The Minstrel is the center of the team and a beacon to all. This can sometimes give the Minstrel an ego. Instead of taking the full blunt of damage, the Minstrel chooses to take it out on their friends. Whenever a Minstrel activate this ability, the Minstrel can let a willing conscious ally take half of the damage of the attack that the Minstrel would've taken. The damage inflicted by the Minstrel from this attack cannot be negated with damage reduction.


Dirge of Absolute Sorrow
Wanderer 3
Cost: 20
The Minstrel sings of joy, but the Minstrel also sings of pure sorrow. By singing out the absolute torment of the Minstrel's soul, the Minstrel makes an opposed Will save against all that can hear it (including allies). If a target fails, they take 15 damage that damage reduction cannot reduce. Furthermore, if this attack succeeds in dealing damage even once, the victim's move speed is halved on any turn in the same combat that this ability is used as their motivation is sucked away.


Level 4

Ready Freddy? Go!
Wanderer 4
Cost: 10
Much like the Rokinja, the Minstrels realize that the best song builds from a crescendo. The Minstrel starts by singing. He continues to do this for 2 full turns. On the beginning of the third turn, he releases the effect and give his allies a +4 to all checks for the round. The Minstrel must remain conscious for the effect to work. This effect does not help the Minstrel.


Who Wants to Live Forever?
Wanderer 4
Cost: 5
The Wandering Minstrel can sing a song of sorrow and joy that hurts both him and his opponent as he strains his vocal chords to their limit. This attack does 25 damage to a target on an opposed will check that no damage reduction can reduce. However, the Minstrel himself takes 10 damage from the attack that damage reduction cannot reduce.


Sweet Lullaby
Wanderer 4
Cost: 15
The Wandering Minstrel has a sweet voice that soothes everyone into a gentle slumber. Everyone except the Minstrel that can hear must roll Will. The Minstrel rolls Will at a -2. Anyone that fails the check immediately falls asleep. This sleep is not special in any way and will be broken by any kind of loud or violent action near the sleep (like attacking them, trying to take something out of their hands, speaking too loud, etc.)


MONTAGE!
Wanderer 4
Cost: 1 Awesome Point
The Wandering Minstrel is the master of fast segways as they sing a song to hasten the passage of time. Whenever a task calls for a long arduous process, the Wandering Minstrel can make it seem like it passes in the blink of an eye. What this actually does is allow the players to (at GM's discretion) skip an obstacle that the party could logically defeat without combat. Play resumes after a quick musical montage and the job is done. Entire quests cannot be skipped this way, but this can be used to skip minor things like walking back to a town and the random encounters that may occur or build a house or sneak into Ninja Council HQ undetected even with your horrible stealth checks (Getting out is another issue). This can also be used to lessen the time needed to train. 1 weeks training can be done in a day. Finally, if used to prepare for some major challenge, instigating a montage before it to prepare for a major challenge, one player can gain a +1 to any attribute for the purposes of that challenge.


Cue Theme Song!
Wanderer 4
Cost: 10/turn
A favorite of showboats everywhere, the Wandering Minstrel has the power to summon his own theme song and inspire himself to great heights. While this ability is up, the Minstrel gains a +5 to damage on all attacks, a +5 to damage reduction, a +1 Will (without the Life gain), a +1 to all skill checks, and he or she cannot stealth or hide his/her attacks from anything short of a completely deaf person.


Nature Calls
Wanderer 4
Cost: 15
The Wandering Minstrel has a sweet sultry voice that calls the animals of the wild to his or her aid. By singing this song, the Minstrel can bring these animal allies to attack. Make a Will check against the target's agility. If this succeeds, the attack does 25 damage. However, this attack can only be used in an area that conceivably has a large population of animals.


Level 5

Nightingale Requiem
Wanderer 5
Cost: Variable
The Nightingale's final song is one of beauty that inspire his allies to righteous fervor. The singer of this song loses all of their remaining Life and goes to 0 Life. However, all conscious allies that can hear the song gain life equal to 1/2 the life lost (round up). All enemies take damage equal to 1/5th of the life sacrificed (round up) automatically as well. This damage cannot be reduced by damage reduction.


Musical Mind Control
Wanderer 5
Cost: 1 Awesome Point and 20 Life
The Minstrel has such a beautiful voice that he or she can control the very minds of those that listen to him or her. Make an opposed Will check at a -3. If the opponent fails, that opponent falls under the singer's control and must perform the tasks he or she desires as long as he or she keeps singing. The singer makes another opposed roll every time he or she commands the subject to do something after the first action at the same -3. If he or she ever fails, the mind control is dropped. The target must be able to understand the singer.


Mass Media Music Mind Control Medley
Wanderer 5
Cost: 2 Awesome points and 30 Life
Much like the Musical Mind Control, the Wanderer knows how to control and coordinate the masses. This ability resolves at the same -3 to Will but controls all targets that can hear and understand it. There are three caveats with this version though. The first is that the controlled tasks cannot be used to make the victims do a task that would put them in severe mortal danger that they would not already willingly do (ie. No "attack the Kraken" or "Jump in a bottomless pit" but "dance in place" or "block that guy's path" is okay). The second is that the command must be the same for everyone (although, it can be made vague. Stop the fire or steal for me are legitimate commands). The third is that victims under the sway of the melodies hypnotic sway gain a +2 to all checks to perform the task commanded. Victims can voluntarily fall under the control of the effect to gain the bonuses.


Share the Spotlight
Wanderer 5
Cost: 1 Awesome Point
Wandering Minstrels understand better than anyone that at any point, the cosmic spotlight could rest on their shoulders. Being the ultimate team players, the Wandering Minstrel with this technique chooses to share his or her time in the spotlight. When a Wandering Minstrel uses this attack ability, he or she spends 1 Awesome Point and the cost of any attack that any ally has to instantly make that ally attack with that attack for free, whether they have acted this turn or not. The Wandering Minstrel can also use this ability to give an ally an extra move action instead.


Pollyanna
Wanderer 5
Cost: 2 Awesome Points
True happiness and peace cannot be destroyed or resisted. The Wandering Minstrel with this ability sings of joy and happiness. When such a song is song, all must pay attention. When a Wandering Minstrel uses this attack by declaring it out loud before reaction is rolled, they spend their full turn. However, during this turn, no one may make ANY attack actions that do any non personal damage. Any continuing attacks that do damage are canceled. Any other attack actions are legitimate.