That concept could work, though you'll need some explanation for your character having the bardic lore move, or substitute the move for something else.<br/><br/>Here's some possibilities:<br/><br/>Slipped them a Mickey: Choose a PC or NPC who  might have conceivably eaten, drunk, or ingested something you touched in the last 24 hours.  On a 10+, the chosen character falls unconscious, or suffers 1d10 damage, ignoring armor.  On a 7-9, the chosen character suffers 1d6 damage, ignoring armor.<br/><br/>Fingers in every pie: When you recruit hirelings, you always draw one additional applicant.  When you search for an unusual item, the item is always available for purchase even on a 7-9,   but at a price.  When seeking something else that isn't an item for sale or  new employee (information, an audience with a noble, the sheet music to the new opera in town) roll +CHA; on a 10+, you can get the requested resource.  On a 7-9, it comes at a price.<br/><br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=161129.msg7449535#msg7449535">Quote from: coolhands on 28-12-2012, 19:01:30</a></div></div><blockquote class="bbc_standard_quote">Ok cool team B works for me, but we may not make it very far with just two of us.  Also now that i fully understand the ranger traveling should be much easier.  Being an elf what ever job i take on while traveling i suceed and if i take a specific skill i can take on two jobs.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>If you need class roles filled, just recruit hirelings; there's a risk they'll mutiny on you, but they help in providing meat shields to ensure you get away.