Earthdawn Revisited - Troubadour

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* Pre-requisites: Performance D8 and Socialise D6
* Benefit: 
** Arcane Background: troubadour
** Bard: You do not get the -2 penalty for defaulting on art skills that you don’t have. You also gain +2 on Common Knowledge skill rolls.
** You begin with 2 troubadour adept edges.
* Commune: Communicate telepathically between a group you share a bond with. 
* Bardic Inspiration (Edges:Work the Room and Work the Crowd): Use your performance or Persuasion as a Support action (pg 106) but this affects up to 3 allies with a single action. (e.g. you roll 3 skill die and 1 wild die. You pick the best three. If they succeed then it grants a +1 (Or if there is a raise it gives +2) to a persons action that turn. 
* Stunning Note: Use a performance check to attempt to stun anybody who can hear it.
* Cunning Tongue: You can make a standard intelligence roll to understand any language, even lost or forgotten ones. This grants only rudimentary fluency, but lets you both read and communicate with anything from alien fire elementals to visitors from the other side of the world. You are treated as having that language at D4 until you use this edge again to learn a different language.
* Majesty: Anybody attempting to attack you whilst you are performing, must beat your performance roll with their spirit or be unable to attack and lose their action..
* Bardic Voice: Force a crowd of people to pay attention to you leaving them distracted.
* Martial music: You can use a musical instrument as a ranged weapon. The music itself can cut and bludgeon. You can use the Performance roll instead of a shooting roll and do D6+Spirit damage at range (range is 4/8/16).
* Empath: You can sense people's emotions with a Spirit roll. If you can do this, then you can use an art to try to change that emotion. Note: You can’t control what the person does with that new emotion. 
* Blood Guilt Weapon: Blood Guilt Weapon uses the blood from a crime victim to test the innocence or guilt of a suspect. If you use this ability then you must first smear blood on the weapon and verbally accuse the target of the crime. E.g. “You murdered Angela”. If the subject is guilty then gain +2 to hit and roll 1D6 extra damage. If they are completely innocent then the roll to hit and damage as normal, but the blow strikes you instead. If they didn’t directly commit the crime, but were still involved (for example they paid an assassin to do it for them or they were mind controlled at the time) then the blow lands as normal without the extra damage.
* Truth Skit: With the help of other participants, Truth Skit allows a character to recreate an event from the past. All participants must volunteer to be part of the Truth Skit and must have been part of the original scene. Truth Skit recreates a scene that occurred no more than 7 years in the past. The character plays the parts of all of the people who were in the original event but who are not present now. Each round of the skit replays one round of the original event. For each round replayed, the character makes a Spirit roll. A success means the participants must say what they said in the original scene and must mimic the actions they originally took. The Truth Skit ends when one of the performers makes their roll and chooses to leave the performance or stop. 
* Ambiance: Create phantasmal sounds, voices, songs or silences. They can mimic specific individuals and you can have up to a dozen distinct voices.
* Hypnotize: The Hypnotize Edge allows a character to mesmerize another character, making the target very susceptible to suggestion through Persuasion rolls. A character can hypnotize any single target within 6”. The character must speak to use this Edge. The target cannot be involved in physical conflict and must be able to understand the hypnotist. The character using the Edge must use an action in order to attempt to hypnotize a target. The character makes an opposed Spirit roll. If successful, the target becomes hypnotized. While under the influence of the Hypnotize Edge, the target remains placid unless attacked. The character has 10 minutes tomake post-hypnotic suggestions. During this time, the character can make Persuasion rolls against the target, using successful rolls to persuade the target to perform desired actions. The target character will perform any actions to which he or she agreed while under the effects of the Hypnotize Edge, as long as they can be completed within a number of hours of the hypnosis session equal to the character’s Spirit roll.
* Incite Mob: The Incite Mob Edge allows a character to motivate a group to act against a specific target. The character must spend at least 1 minute shouting and encouraging a large group of sentient beings to act. The character must state a target, a grievance, and propose an action for the mob to take. The action may be peaceful or violent, constructive or destructive. The character makes a Persuasion roll with the following modifiers:	The mob follows the inciter’s course of action for a number of hours equal to the character’s character Persuasion roll. Once motivated, the mob becomes largely uncontrollable. A character can only control the mob by making a second, equally successful Persuasion roll.
Mob Size Modifier
1–50 		−1
51–100 	−2
101–150 	−3
151–200 	−4
201+ 		−5
* Graceful Exit: A character can escape combat by making an enchanted Graceful Exit without needing to give up anything. The character makes a Spirit roll with a −1 penalty for each opponent he is engaged with in the battle. Each targeted opponent must understand what the character says or else Graceful Exit has no effect. If successful, the character must move away from the combat; he may not take any other action but that. Opponents bedazzled by the Graceful Exit can take no action against the character using the Edge for 1d6 rounds. Graceful Exit protects only the character using it; his or her associates must fend for themselves. If the character returns to the combat after making a Graceful Exit, the targets affected by this Edge become enraged, gaining a +2 bonus to all Trait rolls against the character for the remainder of the battle.
* Weapon History: This tells you the answer to one question about an storied item. You can only ever use this ability to answer one of a weapons questions but you can also get a sense of where to go to find out more.
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