12.07.2015 Views

Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

Gaz F10 The Kingdom of Kaarjala - Vaults of Pandius

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

SPECIAL RULES for KAARJALA: THE KANTELEERshow. <strong>The</strong> exact level <strong>of</strong> that appreciationis measured by the Performance Score.This is based upon the character’s level,attribute bonuses, skill with the kanteleand in communicating (optional, e.g.singing), and the level <strong>of</strong> the songs used.To determine the success <strong>of</strong> aperformance, use the formulae below.Base abilityA = sum <strong>of</strong> I+W+D+Ch adjustmentsB = kanteleer levelBase ability = A x BSkill abilityC = slots spent on best comm. skillD = slots spent on kantele playing skillSkill ability = C + DRoutine LevelSong Value = song level x minutes used*Routine Value = sum <strong>of</strong> all song values*Performance =(skill x routine) +base+1d20<strong>The</strong>re is a minimum value <strong>of</strong> 1 for Aand B.Excessive time on the routine or anindividual song is penalized. <strong>The</strong> length<strong>of</strong> song is assumed to last a number <strong>of</strong>minutes up to 5 + song level. Songsextended beyond that limit reduce thefinal score by 5 points per extra minute.Performances over an hour tend to loseaudiences, even those <strong>of</strong> great musicians.<strong>The</strong> final score is reduced if the overallroutine lasts over 60 minutes. <strong>The</strong>penalty is 15 points per extra minute.<strong>The</strong> routines may also include songspellswithout effect on the audience, butthey are still charged against the day’sallotment <strong>of</strong> songs.Example: Jenna Hussko is a 5 th levelKanteleer with a +2 bonus for Charismaand +3 for Dexterity. She knows four 1 stlevel songs and three 2 nd level songs. Shehas spent two slots each on kanteleplaying and storytelling.Jenna wants to use every song for themaximum length <strong>of</strong> time, but she wantsto draw out her final 2 nd level song for 10minutes (3 minutes extra).Her base score is 25, her skill score is 4,her routine score is 72, and the routinelasts 48 minutes. Assume the dice rollgave 14.Jenna’s Performance is 327, but she ispenalized 15 points for going long on thelast trick. Her final score is 312. Thisscore helps Jenna in her pr<strong>of</strong>essionalgrowth.Score Rating GP XP0-25 Ridiculous 0 026-50 Poor 1 151-100 Fair 5 10101-250 Adequate 15 25251-500 Amusing 25 50501-1000 Entertaining 50 1001001-2500 Wonderful 100 5002501-5000 Fantastic 500 10005001+ Legendary 1000 2500According to her score, Jenna gave anamusing performance and earned 50XP.At her next performance, she can chargethe host 25 gp. Those who do not haveorganized performances, like streetsingers, gain half the money at the time<strong>of</strong> performance.Kanteleers who give an Entertaining orWonderful Performance gain a + 1reaction from those in the audience for amonth. Fantastic performances earn a +2reaction, and Legendary earn +3.Uncommitted Songs (Optional Rule):A kanteleer can include in his or herroutine songs that are not committed tolong-term memory (i.e. not alreadyslotted) for half their effectiveness insong value. Further, the time limit is halfnormal.Example 2: Jenna could be studyingtwo additional 1 st level songs andperform them for up to 3 minutes eachfor a song value <strong>of</strong> 3 apiece.Songs and Spell SongsUnlike magic-user and clerical spells,kanteleer songs are committed to longtermmemory and cannot be changedonce a song is committed. However,song spells may be used repeatedlyduring the day, up to the maximumnumber castable.Songs levels 1 to 3 are mundane musicthat does not contain any magic.Mundane music does exist at 4 th level andabove, but most adventuring kanteleerswill be interested in acquiring song spellswhen the opportunity arises. As withmagic-users, reverse song spells must belearned separately.To develop a new song a kanteleer musteither invent the trick (cost and time asnormal spell research), learn them fromanother kanteleer (quarter cost) or takethem from another’s notes (half cost).Mundane songs have half that cost.Song-Spell StylesRelated song-spells are grouped intovarious styles or schools. To learn aparticular song-spell, the kanteleer mustknow a song-spell <strong>of</strong> the level below inthat style. Thus to learn the discordantsong cause fear, the kanteleer mustalready know either unease orcacophony.<strong>The</strong> common styles among kanteleersare: sonorous melodies, which createpowerful sonic fields and tones, includingthe dreaded brown note; discordancy,whose songs disrupt mental faculties; itsopposition, concordancy; naturalrhythms, which control the elements andtime itself; resonance, the songs <strong>of</strong> whichcan shake apart or locate objects; andharmony, where people give themselvesover to the music, removing doubt,steeling the mind, and healing.<strong>The</strong> style groupings <strong>of</strong> songs are foundbelow. <strong>The</strong> spells are a mixture <strong>of</strong>magical, clerical, and druidic spells plusthose particular to the kanteleer. Underlinedsongs are variants <strong>of</strong> existing spells,while new spell-effects are marked withitalics.Sonorous Melodies4: Shield, White Noise5: Metal Vibration, Protection fromNormal Missiles, Quivering Blades6: Anti-Animal Shell, Death Spell7: Sonic Barrier, Power Chord Stun8: Force Field, Power Chord Deaf9: Anti-Magic Field, Brown Note9

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!