Introduction to War Songs
War Songs are practiced and mastered Songs that have specific, predictable effects that are very helpful in War situations. They can, of course, be used outside of War as well, but War is where their utility best shines.
War Songs can also simultaneously be used to affect the environment in the material realm as a Situational Song, but the effect is general and cannot produce a Social Interaction target specific humans. Most War Songs either resonate with the Passion of a Minstrel’s allies, or seek to deflate the spirits of their foes.
War Songs are grouped in Families. These Songs are related and are mastered in order of Progression, one Tier at a time. After learning all Songs in Tier:1, they can start the Progression of Tier:2, and so on. The Minstrel may not learn Songs of a higher Tier than themselves.
|
Progression |
Tier 1 |
Tier 2 |
Tier 3 |
Tier 4 |
|
1 |
(1st Song learned) |
(1st Tier 2 Song) | (1st Tier 3 Song) | (Only Tier 4) |
|
2 |
(2nd Song learned) | (2nd Tier 2 Song) | (2nd Tier 3 Song) | |
|
3 |
(continue until Tier 1 completed) | (complete Tier 2) | (complete Tier 3) |
Below is a Key for interpreting some of the information contained in the Song Family Tables:
Tier is both the level of effectiveness the Song produces and the Tier the Minstrel must be to learn the Song.
Class categories identify details about how the Song works.
- Affecting Songs cause some change to the hearers.
- Manifesting Songs produce an effect that is symbolically manifested.
- Enhancing Songs enhance another Song.
- Immediate Songs last only for the Cycle they are used.
- Ongoing Songs can be maintained Cycle after Cycle with the continuing use of Passion.
- Boosting Songs provide some benefit to the Minstrel and his allies.
- Resistible Songs primarily involve on a non-damaging effect that can be resisted.
- Damaging Songs center around damage to either Endurance, Resolve, or Passion.
- Self Songs are centered on the singer rather than external Targets.
(Rules for resolving Resistible, Damaging, and Boosting Songs are found in the Rules & Gameplay section.)
Complexity is the amount of Control it takes to sing the Song. The Minstrel must have Control equal to or greater than the total combined Complexities of the Songs they desire to sing in a Cycle.
Effect is a summation of what the Song accomplishes. This will be an abbreviated version with more information available in the Song’s description.
The available Families of Songs can be found here:
- Cry Family
- Fear Family
- Flame Family
- Flash Family
- Psalm Family
- Sheep Family
- Sleep Family
- Speed Family
- Strike Family
- Zeal Family
Character Creation Notes:
When creating a Minstrel, you can select 3 Songs that your character will have learned. These will be the first Song in different Song Families. Further Songs are learned as the Minstrel increases in Rank.
