Tuesday, April 29, 2025

Severed virtue: Savant

 

“Our virtues and our failings are inseparable, like force and matter. When they separate, man is no more”

-Nikola Tesla


A: Classically trained, Knowing

B: Experimentation, in with the times

C: Inventor

D: Savant 

+

Δ: Member of the court: 


Skills: Artifice/tinkering/invention and finance/sale/attracting investment


Classically trained: Your dexterity and intelligence modifier cannot be reduced under [templates] by any means. 

You have a mark of official studies, such as a degree, or the seal of an academic order, family or monastery. You get an extra pair of skills, a major and a minor. You roll three dice and pick the highest when rolling the major.  


Knowing: You have perfect recall and photographic memory, you may learn skills and languages twice as fast, and have no limit on how many you can learn.


Experimentation: You may deconstruct devices and artifacts, dissect rare monsters (aberrations and constructs always count), and discover new knowledge in order to get [materials] and [insights]. Devices give 1 of each, monsters 2 [materials], and knowledge 2 [insights]. Truly fantastic discoveries get significantly more. 

You may spend knowledge to get a critical success on a roll (not attack rolls, unless made with a high-tech device, a magic sword does not count, but a lightning cannon does).

You may spend materials to add an additional function or qualitative property to an item, or to repair a magical artifact. 


In with the times: When interacting with a piece of technology made in an era you have lived in, you automatically know its function and how to operate and repair it. 


Inventor: You may make new devices by using up to [level]/2* [materials] and [insights], these count as magical artifacts of the corresponding rarity (+1, +2, +3…)  


Savant: Once per day, you can reveal you have previously researched a topic, and known a fact about it. It does not matter if it is extremely improbable that you have done this. 

Add [level] to any rolls made with your skills, or that are related to learning and academia.

In addition, you may upgrade a minor to a major, and then choose [level] additional minors. 


Δ Member of the court: Convince an existing member to stake their reputation upon your conduct. Should you act in violation of the pact, both your souls will be consumed.

You have a mark upon the soul, which you may conceal and reveal at will. It can unquestionably confirm your identity, and your status. You may speak to demons and spirits as a peer, and are immune to non consensual possession. You know the layout and entrances to the land of the dead, and can sleep there without fear (but not eat). 

You are issued with an invisible servant. They are a homunculus, and have stats as a commoner. They are formally trained in law and etiquette, but are mute. Their invisibility is perceptual/mental, extends to their equipment, and is lost if they intend to harm someone. They can turn it off at will, but do not wish to do so. They (and their equipment) can be drawn into your soul with a full action, and retrieved with a thought. 

If they are damaged, then you can donate a spell/magic item, as well as a soul to the court in order to get a replacement. The homunculus soul is stable and will stay around even after obliteration.


*round down

 

Adam Paquette


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