Difference between revisions of "Savant (FiD)"
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{{FiD}} | {{FiD}} | ||
− | As a savant, you are a master of | + | As a savant, you are a master of gadgets and concoctions. With your vast knowledge of chemicals and herbs, you create powerful elixirs that can heal allies, weaken foes, or enhance physical capabilities. You are also a natural philosopher, with practical knowledge of science and mechanics allowing you to make gadgets useful in almost every situation. Whether brewing in a lab or improvising in the field, you always have something potent up your sleeve. |
− | An adaptation of the Leech. | + | An adaptation of the Leech playbook from Blades in the Dark. |
+ | Savants are mundane technologists corresponding to the artificer's magical technologist and the sage's humanist. | ||
+ | |||
+ | You might be called a technician, inventor, barber, surgeon, or master crafter. | ||
+ | |||
+ | '''Touchstones | ||
+ | Nikola Tesla (The Prestige, 2006), | ||
+ | James Glaisher (The Aeronauts, 2019), | ||
+ | Archimedes (Indiana Jones and the Dial of Destiny, 2023), | ||
+ | Steven (Flesh and Blood, 1985). | ||
=== Special Abilities === | === Special Abilities === | ||
− | # ''' | + | # '''Construct Servant:''' You upgrade your Tinker Drone into an expert (tinkerer) (p 96). You gain an additional action each downtime to craft or to research a Formula or Design. |
+ | # '''Craftsman:''' Choose a craft (e.g., blacksmith, tailor). Gain +1d and extra effect on Tinker rolls, making items fine quality. Earn double when crafting for coin. Can be taken multiple times for different crafts. | ||
# '''Deep Pockets:''' Increase your load capacity by two. | # '''Deep Pockets:''' Increase your load capacity by two. | ||
− | # ''' | + | # '''Demolition:''' You can use Tinker instead of Wreck to destroy things with a loud bang. Pick one: ''not as loud as an explosion—the damage is hidden from casual inspection—increased effect''. |
− | + | # '''Fortitude''': You may expend your Special Armor to resist a consequence of fatigue, weakness, or alchemy, or to push yourself on any Insight action. | |
# '''Inventor:''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Gadgets_(FiD)|Gadgets]], take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known. | # '''Inventor:''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], and [[Gadgets_(FiD)|Gadgets]], take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known. | ||
− | # ''' | + | # '''Prototype:''' Assign load and roll Tinker in a Flashback to Craft gear, [[Alchemy (FiD)|Alchemical]], [[Armaments (FiD)|Armament]], or [[Gadgets_(FiD)|Gadget]] without a formula or design. Spend Stress as Coin (minimum 1). The item breaks at the score's end. |
− | + | # '''Surgeon:''' Your crew (or you, for 2 stress) can use your Tinker for healing rolls. With a few minutes of surgery, reduce harm suffered in the last hour by one level: Level 1–2 harm is controlled, Level 3 is risky, and Level 4 (recently dead) is desperate. Each wound can only be treated once; consequences affect the patient. | |
− | # ''' | ||
=== Human Resources === | === Human Resources === | ||
: ˄ ˅ Addison, an savant. | : ˄ ˅ Addison, an savant. | ||
− | : ˄ ˅ Cameron, a | + | : ˄ ˅ Cameron, a patron. |
− | : ˄ ˅ Emerson, a | + | : ˄ ˅ Emerson, a mage. |
: ˄ ˅ Morgan, a fixer. | : ˄ ˅ Morgan, a fixer. | ||
− | : ˄ ˅ Rowan, a | + | : ˄ ˅ Rowan, a spirit. |
=== Inventory === | === Inventory === | ||
: ☐ Bandolier of alchemicals ☐, ☐, ☐, ☐, ☐. | : ☐ Bandolier of alchemicals ☐, ☐, ☐, ☐, ☐. | ||
− | : ◯ | + | : ◯ Emerald Pen. |
: ☐ Fine Disguised Weapon. | : ☐ Fine Disguised Weapon. | ||
: ☐ Fine Syringe Crossbow. | : ☐ Fine Syringe Crossbow. | ||
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: ◯ Tinker Drone. | : ◯ Tinker Drone. | ||
− | * '''Bandolier of Alchemicals''' ☐: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of [[Inventions_(FiD)#Alchemy|Alchemical]] agents. When you employ an alchemical from a bandolier, choose one of your | + | * '''Bandolier of Alchemicals''' ☐: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of [[Inventions_(FiD)#Alchemy|Alchemical]] agents. When you employ an alchemical from a bandolier, choose an acquired item, one of your own manufacture, or a '''Common''' alchemical with complexity no higher than your '''tier'''. See page 226 for more on alchemicals. |
− | * ''' | + | * '''Emerald Pen''' ◯: This pen is tipped with an emerald nib and requires no ink to write. It can draw green lines and text on any material, including in air, and you can make the text glow for a few minutes. On a surface it lasts much like normal ink, in the air it disappears when it stops glowing. More expensive versions use other gems and create text of other colors. '''Common'''. |
− | * '''Fine Disguised Weapon''' ◯: A weapon that | + | * '''Fine Disguised Weapon''' ◯: A A weapon that appears as an everyday object unless closely inspected, such as cane swords, fan blades, concealed daggers, or palm pistols hidden in cutlery. It is a masterwork weapon you made, enhancing your effect. |
* '''Fine Syringe Crossbow''' ☐: A pistol crossbow that fires a bolt that injects a drug or poison. Effective to about 10 meters. You must supply the drug. '''Gadget'''. | * '''Fine Syringe Crossbow''' ☐: A pistol crossbow that fires a bolt that injects a drug or poison. Effective to about 10 meters. You must supply the drug. '''Gadget'''. | ||
− | * '''Fine Tinkering Tools''' ☐: A finely crafted set of tools for detailed mechanist work | + | * '''Fine Tinkering Tools''' ☐: A finely crafted set of tools for detailed mechanist work, including various tongs and pinchers, a jeweler's loupe, and precision measuring devices. Increases effect on Tinker rolls for manipulating delicate machinery, such as locks, clockwork, and metal traps. Does not increase the effect of the machinery you work on. '''Playbook.''' |
− | * '''Tinker Drone''' ◯: | + | * '''Tinker Drone''' ◯: Clockwork device that can assist you on Tinker rolls, but you pay the stress cost. It is too limited to act on its own. '''Playbook'''. |
=== XP === | === XP === | ||
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=== Starting Actions === | === Starting Actions === | ||
− | : | + | : Hunt 1 |
: Tinker 2 | : Tinker 2 | ||
: 4 points by choice, no higher than 2 in any one. | : 4 points by choice, no higher than 2 in any one. |
Latest revision as of 11:42, 17 January 2025
Starfox's Blades in the Dark fan page |
As a savant, you are a master of gadgets and concoctions. With your vast knowledge of chemicals and herbs, you create powerful elixirs that can heal allies, weaken foes, or enhance physical capabilities. You are also a natural philosopher, with practical knowledge of science and mechanics allowing you to make gadgets useful in almost every situation. Whether brewing in a lab or improvising in the field, you always have something potent up your sleeve.
An adaptation of the Leech playbook from Blades in the Dark. Savants are mundane technologists corresponding to the artificer's magical technologist and the sage's humanist.
You might be called a technician, inventor, barber, surgeon, or master crafter.
Touchstones Nikola Tesla (The Prestige, 2006), James Glaisher (The Aeronauts, 2019), Archimedes (Indiana Jones and the Dial of Destiny, 2023), Steven (Flesh and Blood, 1985).
Special Abilities
- Construct Servant: You upgrade your Tinker Drone into an expert (tinkerer) (p 96). You gain an additional action each downtime to craft or to research a Formula or Design.
- Craftsman: Choose a craft (e.g., blacksmith, tailor). Gain +1d and extra effect on Tinker rolls, making items fine quality. Earn double when crafting for coin. Can be taken multiple times for different crafts.
- Deep Pockets: Increase your load capacity by two.
- Demolition: You can use Tinker instead of Wreck to destroy things with a loud bang. Pick one: not as loud as an explosion—the damage is hidden from casual inspection—increased effect.
- Fortitude: You may expend your Special Armor to resist a consequence of fatigue, weakness, or alchemy, or to push yourself on any Insight action.
- Inventor: When you invent or craft (p 224) Alchemy, Armaments, and Gadgets, take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known.
- Prototype: Assign load and roll Tinker in a Flashback to Craft gear, Alchemical, Armament, or Gadget without a formula or design. Spend Stress as Coin (minimum 1). The item breaks at the score's end.
- Surgeon: Your crew (or you, for 2 stress) can use your Tinker for healing rolls. With a few minutes of surgery, reduce harm suffered in the last hour by one level: Level 1–2 harm is controlled, Level 3 is risky, and Level 4 (recently dead) is desperate. Each wound can only be treated once; consequences affect the patient.
Human Resources
- ˄ ˅ Addison, an savant.
- ˄ ˅ Cameron, a patron.
- ˄ ˅ Emerson, a mage.
- ˄ ˅ Morgan, a fixer.
- ˄ ˅ Rowan, a spirit.
Inventory
- ☐ Bandolier of alchemicals ☐, ☐, ☐, ☐, ☐.
- ◯ Emerald Pen.
- ☐ Fine Disguised Weapon.
- ☐ Fine Syringe Crossbow.
- ☐ Fine tinker tools.
- ◯ Tinker Drone.
- Bandolier of Alchemicals ☐: A strap worn across the body, fitted with specially-padded pouches to hold five flasks of Alchemical agents. When you employ an alchemical from a bandolier, choose an acquired item, one of your own manufacture, or a Common alchemical with complexity no higher than your tier. See page 226 for more on alchemicals.
- Emerald Pen ◯: This pen is tipped with an emerald nib and requires no ink to write. It can draw green lines and text on any material, including in air, and you can make the text glow for a few minutes. On a surface it lasts much like normal ink, in the air it disappears when it stops glowing. More expensive versions use other gems and create text of other colors. Common.
- Fine Disguised Weapon ◯: A A weapon that appears as an everyday object unless closely inspected, such as cane swords, fan blades, concealed daggers, or palm pistols hidden in cutlery. It is a masterwork weapon you made, enhancing your effect.
- Fine Syringe Crossbow ☐: A pistol crossbow that fires a bolt that injects a drug or poison. Effective to about 10 meters. You must supply the drug. Gadget.
- Fine Tinkering Tools ☐: A finely crafted set of tools for detailed mechanist work, including various tongs and pinchers, a jeweler's loupe, and precision measuring devices. Increases effect on Tinker rolls for manipulating delicate machinery, such as locks, clockwork, and metal traps. Does not increase the effect of the machinery you work on. Playbook.
- Tinker Drone ◯: Clockwork device that can assist you on Tinker rolls, but you pay the stress cost. It is too limited to act on its own. Playbook.
XP
- Every time you roll a desperate action, mark xp in that action's attribute.
At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.
- You addressed a challenge using technical skill or mayhem.
- You expressed your beliefs, drives, heritage, or background.
- You struggled with issues from your vice or traumas during the session.
Starting Actions
- Hunt 1
- Tinker 2
- 4 points by choice, no higher than 2 in any one.