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. Whether brewing in a lab or improvising in the field, you always have something potent up your sleeve.

An adaptation of the Leech.

Special Abilities

  1. Analyst: During downtime, you get two ticks to distribute among any long term project clocks that involve understanding a device or learning a new formula or design plan.
  2. Artificer: When invent or craft, take +1d to your roll. You begin with one special design already known. See rulebook p 224.
  3. Deep Pockets: Increase your load capacity by two.
  4. Fortitude: You may expend your special armor to resist a consequence of fatigue, weakness, or chemical effects, or to push yourself when working with technical skill.
  5. 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.
  6. Physicker: You can treat wounds and stabilize the dying. Everyone in your crew (including you) gets +1d to their healing treatment rolls. Make Study roll to reduce injury suffered in the last hour by one level. Limited outcome treats level 1 harm. Standard outcome level 2 harm. Great outcome level 3 or 4 harm. Only one attempt per harm. Consequences usually give complications to patients.
  7. 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.
  8. Venomous: Choose a drug or poison (from your bandolier stock) to which you have become immune. You can push yourself to secrete it through your skin or saliva or exhale it as a vapor.

Human Resources

˄ ˅ Addison, an apothecary.
˄ ˅ Cameron, a crafter.
˄ ˅ Emerson, a thief.
˄ ˅ Morgan, a fixer.
˄ ˅ Rowan, a cleric.

Items

☐ Fine tinker tools.
☐ Oil than renders five weapons potent ☐, ☐, ☐, ☐, ☐.
☐ Small syringe crossbow that injects a drug or poison.
☐ Bandolier of five alchemical creations ☐, ☐, ☐, ☐, ☐.
☐, ☐, ☐ Gadgets.

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

Study 1
Tinker 2
4 points by choice, no higher than 2 in any one

Gather Information

  • What do they intend to do?
  • How can I get them to [X]?
  • Are they telling the truth?
  • What can I tinker with here?
  • What might happen if I [X]?
  • How can I find [X]?
  • What's really going on here?