Troubadour: Difference between revisions

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|'''Fool'''
|'''Fool'''
|Smooth Tongue
|Smooth Tongue
|Gain +4 Skill Points that you can spend on any skills with the observation and subterfuge tags.(1/Week) Gain +1 Goodwill with nobles and elite society.
|Gain +4 Skill Points that you can spend on any skills with the observation and subterfuge tags.
(1/Week) Gain +1 Goodwill with nobles and elite society.
|''Troubadour, Jester''
|''Troubadour, Jester''
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|-
|'''Obfuscate'''  
|'''Obfuscate'''  
|Clown or Fool
|Clown or Fool
|Gain +4 Skill Points, which you can spend on skills with the Subterfuge and Knowledge tags.  
|Gain +4 Skill Points that you can spend on any skills with the subterfuge and knowledge tags.  
(1/Rest) If you find physical evidence that might be incriminating, you can spend 30 minutes destroying it beyond any hope of being useful or viable.
(1/Rest) If you find physical evidence that might be incriminating, you can spend 30 minutes destroying it beyond any hope of being useful or viable.
|''Troubadour, Jester''
|''Troubadour, Jester''
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|'''Imitate'''
|'''Imitate'''
|Clown or Fool
|Clown or Fool
|Gain +4 Skill Points, which you can spend on skills with the Subterfuge and Influence tags.  
|Gain +4 Skill Points that you can spend on any skills with the subterfuge and influence tags.  
(1/Rest) Given 1 hour and 50 sp, you can make an excellent disguise that lasts for 4 hours before the makeup begins to run and the props begin to fray. Double skill points in Disguising, Evading, and Deceiving for the duration.
(1/Rest) Given 1 hour and 50 sp, you can make an excellent disguise that lasts for 4 hours before the makeup begins to run and the props begin to fray. Double Skill Points in Disguising, Evading, and Deceiving for the duration.
|''Troubadour, Jester''
|''Troubadour, Jester''
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|'''Many Hats'''
|'''Many Hats'''
|Jeer
|Jeer
|Gain +4 Skill Points, which you can spend on skills with the Performance and Influence Tags.  
|Gain +4 Skill Points that you can spend on any skills with the performance and influence tags.  
Given 1 week in a settled area, you can respec your Talents within this Stack when you complete a Rest. Once you do, you cannot use this ability again until you are in a new settled area.
Given 1 week in a settled area, you can respec your talents within this track when you Take a Rest. Once you do, you cannot use this ability again until you are in a new settled area.
|''Troubadour, Jester''
|''Troubadour, Jester''
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|'''Clown II'''  
|'''Clown II'''  
|Many Hats, Clown
|Many Hats, Clown
|Gain +4 Skill Points, which you can spend on skills with the Acrobatics or Performance tags.  
|Gain +4 Skill Points that you can spend on any skills with the acrobatics or performance tags.  
(1/Week) Gain an additional +1 Goodwill with commoners.  
(1/Week) Gain an additional +1 Goodwill with commoners.  
|''Troubadour, Jester''
|''Troubadour, Jester''
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|'''Fool II'''
|'''Fool II'''
|Many Hats, Fool
|Many Hats, Fool
|Gain +4 Skill Points, which you can spend on skills with the Observation and Subterfuge tags.  
|Gain +4 Skill Points that you can spend on any skills with the observation and subterfuge tags.  
(1/Week) Gain an additional +1 Goodwill with nobles and elites.  
(1/Week) Gain an additional +1 Goodwill with nobles and elites.  
|''Troubadour, Jester''
|''Troubadour, Jester''
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|'''Obfuscate II'''
|'''Obfuscate II'''
|Clown II or Fool II, Obfuscate
|Clown II or Fool II, Obfuscate
|Gain +4 Skill Points, which you can spend on skills with the Subterfuge and Knowledge tags.  
|Gain +4 Skill Points that you can spend on any skills with the subterfuge and knowledge tags.  
You can spend 30 additional minutes to change the evidence slightly, causing it to incriminate someone else. This costs 100 sp and can be done 1/Week.
You can spend 30 additional minutes to change the Chapter 3 | Classes 157 evidence slightly, causing it to incriminate someone else. This costs 100 sp and can be done 1/Week.
|''Troubadour, Jester''
|''Troubadour, Jester''
|-
|-
|'''Imitate II'''
|'''Imitate II'''
|Clown II or Fool II, Imitate
|Clown II or Fool II, Imitate
|Gain +4 Skill Points, which you can spend on skills with the Subterfuge and Influence tags.  
|Gain +4 Skill Points that you can spend on any skills with the subterfuge or influence tags.  
(1/Week) Given 1 hour and 200 sp, you can make a supreme disguise that lasts for 4 hours. Double skill points in Disguising, Evading, and Deceiving for the duration and you don’t need to roll if you do mundane activity befitting the costume (such as disguising yourself as a [[guard]] and walking into the city watch’s private lounge).  
(1/Week) Given 1 hour and 200 sp, you can make a supreme disguise that lasts for 4 hours. Double Skill Points in Disguising, Evading, and Deceiving for the duration and you do not need to roll if you do mundane activity befitting the costume (such as disguising yourself as a guard and walking into the city watch’s private lounge).  
|''Troubadour, Jester''
|''Troubadour, Jester''
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|'''Jeer II'''
|'''Jeer II'''
|Mockery II
|Mockery II
|If a target takes Psychic damage from your Jeer and becomes Bloodied as a result, it loses 1 Goodwill and will attempt to completely withdraw from the social situation. (The target will not withdraw from active combat.)
|If a target takes psychic damage from your Jeer and becomes Bloodied as a result, it loses 1 Goodwill and will attempt to completely withdraw from the social situation. (The target will not withdraw from active combat.)
|''Troubadour, Jester''
|''Troubadour, Jester''
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|-