Difference between revisions of "Savant (FiD)"
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As a savant, you are a master of potions, poisons, 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. | As a savant, you are a master of potions, poisons, 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. | ||
Savants are mundane technologists corresponding to the artificer's magical technologist and the sage's humanist. | 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 | '''Touchstones |
Revision as of 23:42, 13 December 2024
Starfox's Blades in the Dark fan page |
As a savant, you are a master of potions, poisons, 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. 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 An adaptation of the Leech playbook from Blades in the Dark. Hans from "Flesh and Blood" (1985).
Special Abilities
- Craftmaster: Select a craft, such as alchemist, blacksmith, bowyer, cartographer, gunsmith, jeweler, mechanist, stoneworker, tailor, or woodworker. Gain +1d and additional effect on Tinker roll with this craft, making your products fine in quality. You earn 1 extra coin when crafting for coin during downtime. You can select this ability several times, each time choosing a different specialty.
- Deep Pockets: Increase your load capacity by two.
- Fortitude: You may expend your special armor to resist a consequence of fatigue, weakness, or alchemy, or to push yourself on an Insight action.
- Ghost Ward: You know how to Tinker with an area so it is either anathema or enticing to creatures linked to one power (your choice when using this ability). This takes about one minute to affect an area based on your tier (p 221). You can stack several wards of different types.
- 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: You can spend 1 stress to take a downtime action in a flashback to use Tinker to craft an item (p 224), even one you don't have a formula or design plan for. You can spend multiple stress this way, but you only have access to the item during the current score, it then falls apart.
- Saboteur: You can use Tinker instead of Wreck to destroy things. Pick one: the work is much quieter than it should be—the damage is hidden from casual inspection—increased effect.
- Surgeon: You can treat wounds and stabilize the dying. Your crew (including you) gets +1d to healing treatment rolls. You can take a few minutes to make a Tinker roll to reduce a wound suffered in the last hour by one level. Treating Level 1 and 2 harm is a controlled position, Level 3 harm is risky, and resuscitating Level 4 harm is desperate. Each harm can only be treated once. Consequences from this roll typically affect the patient, not you.
Human Resources
- ˄ ˅ Addison, an savant.
- ˄ ˅ Cameron, a craftsmaster.
- ˄ ˅ Emerson, a thief.
- ˄ ˅ Morgan, a fixer.
- ˄ ˅ Rowan, a power-user.
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 custom-made formulas, or a Common alchemical with complexity no higher than your tier. See page 226 for more on alchemicals.
- 3 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 itself. Playbook.
- Tinker Drone ◯: Tiny creature like a rat, small monkey, or homunculus; often robotic. Can assist you on Tinker rolls. 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
- Finesse 1
- Tinker 2
- 4 points by choice, no higher than 2 in any one.