Bards are adventuring musicians. They may be wandering troubadours and jongleurs, always searching for another place to play or seeking a new legend or tale, and bringing the news with them as they travel. Others are court minstrels, earning accolades and rewards by playing for a patron king or noble. With the proper Skill selection, and by altering the music-related Professional Skills to more appropriate ones (such as Stage Magic and Buffoonery), you can use this Package Deal to create jester characters, an excellent choice for some lighthearted or comedic Fantasy Hero games.

Typical Goals and Motivations: Bards who become adventurers usually do so for love of a good story. A bard may get tired of telling stories of heroes and decided to become a hero himself, or he may attach himself to a band of heroes in the hope of becoming famous by chronicling their deeds. Others want to learn the latest gossip and news from around the world, or seek ancient lays and tales in ruins and forgotten places.

Typical Abilities: A bard needs a high DEX (manual agility for playing instruments, juggling, and other tricks), INT (for remembering and reciting tales, and being observant), and PRE (to help his performance and speaking skills). In some cultures, bards are also fighting men with high STR and CON; in others, they’re regarded as having mystical powers, and may be able to cast spells (either normally, or via song).

Bards tend to have lots of Background Skills: AKs and CKs acquired during their travels; knowledge of history based on their studies; Languages picked up through exposure or deciphering ancient lore-books; and so forth. At a minimum, they need knowledge of legends, tales, and other obscure lore so they can create songs and stories with which to entertain their audiences. Quite a few bards have Luck.

Suggested Disadvantages: Court minstrels usually have it made, but other bards tend to be always short of funds; Poor or Destitute may be appropriate. A troubadour who can’t resist a little dalliance with the ladies may find himself Hunted by cuckolded husbands or vengeance-minded older brothers.

Psychological Limitation: Curiosity is a natural for almost any bard… and a natural way for the GM to lure him (and his comrades) into an adventure.

Progression: It usually doesn’t take long for a bard to reach a satisfactory level of musical ability. After he’s rounded out his core bardic Skills, he usually chooses one of three career paths. First, he can emphasize his military skills, becoming more like a warrior. Second, he can become more of a scoundrel, concentrating on roguish Skills. Third, in settings or cultures which consider the bard a part of a mystic or druidic tradition, he can develop magical powers and spells (whether directly related to his music or not). In some cases he becomes more like a druid, in others more like a wizard.

Bounty Hunter Package Deal
Ability Cost
Climbing 3
KS: Monsters 11- 2
KS: Ferocious Beasts 11- 2
Stealth 3
Survival (choose category) 2
Tracking 3
WF: Light Blades; Bow (any) or Crossbow (any) 4
12 points’ worth of Skills from the following list:Animal Handler, Combat Skill Levels, Concealment, Fast Draw, Gambling, Interrogation, Lipreading, Literacy, Mimicry, Penalty Skill
Levels, Riding, Shadowing, Streetwise, Tactics, Trading, Weapon Familiarity, any Background

Total Cost of Package: 31

Option Value
Animal Companion: Add one Follower of 75 Base Points (an appropriate animal of
the bounty hunter’s choice)
Dragonhunter: Add KS: Dragons (INT +2) and Deadly Blow (dragons only) +9

Suggested Equipment
Weapons: Sword, dagger, axe, bow, crossbow
Armor: Light to medium armors, such as leather or chainmail
Gear: Flint and tinder, bedroll and tent, horse
Clothing: Travel clothing, cloak, sturdy boots


The Age of Myth MandyRae