======Ichor Savant====== =====Stats===== * 8 hits * 6 psyche * 3 common ichorwerks (yellow foam balls) per encounter * Wields Blade: Gain a RESIST. You can only use this RESIST when on full hits. * Wields Buckler (strapped to arm). You can call IMMUNE to any effect call which hits a buckler you are holding. * Affiliation: Imperial Commission, Order of the Enlightened Mind * Home District: Imperial District (Commission) ====Class Feature: Ichorwerk==== * Ichor Savants of the Imperial Commission undergo extensive training and modification. They do this by ingesting small amounts of black ichor, which they differentiate within themselves. * Differentiated ichor is extruded from the pores and collected in clay balls, which can be drunk from, thrown, or given to others to do the same. This is a kind of //ichorwerk//. * Starting level Commissioners begin with the ability to make 2 common ichorwerks per encounter. This is represented OC by starting each encounter with two yellow foam balls. * You do not have to determine what an ichorwerk is until you throw/drink/donate it. However, it must be of the correct type and must be an ichorwerk you know how to make. * Ichorwerks expire at the end of the encounter in which they are produced. * You can view a full list of [[:ichorwerk|ichorwerks]] here. ====Ichorwerk in Play==== * You should roleplay drinking ichorwerk concoctions when you use them. This requires the use of one of your arms. * Ichorwerk can also be thrown. They take effect upon successfully striking an enemy. * If an ichorwerk can be thrown, its description will say so. * Ichorwerks which are thrown and which miss shatter and are expended. ====Class Feature: Mutation==== * Starting level Commissioners begin with one [[:mutations|mutation]]. * Mutations are viewed in Rastaban with great respect, and there is nothing grotesque or bad about possessing them. ====Class Feature: Affiliation==== * Gain the [[:general_skills#affiliate|Affiliate]] skill for the Imperial Commission. =====Mutations====== ==Expressive Antennae== * Antennae protrude from your head. * You can use these to attempt to communicate with creatures who may otherwise be insensible to language. * OC, you may attempt to use of words of one syllable to communicate with such creatures. * Brief the GM about this ability at the start of any adventure. ==Springheels== * Your calf muscles elongate and your heels swell with a rubbery mass. * You can jump across large gaps or up high with ease. =====Available Ichorwerks===== ==Fate's Scorn== * Call STUN by flask. ==Savant's Folly== * Call FIGHT ON! by flask. ==Bloody Scythe== * When drunk: call MASS WOUND ARM. =====Ichor Savant Skills===== ===Hybridize (Common)=== * Your body can produce 3 types of common ichorwerk. ===Fecundity (Common)== * Your body can produce 1 additional common ichorwerk per encounter. * OC, this is represented by a yellow foam ball. =====Weapon Skills===== ===Weapon Specialisation=== * Blade: Gain a RESIST. You can only use this RESIST when on full hits. =====Fighting Style Skills===== ====Shield==== ===Use Buckler=== * You can use a buckler in either hand. * You can call IMMUNE to any effect call which hits a buckler you are holding. * You may then make this call back against the person who called it on you. =====Body Skills===== ===Tough=== * +2 hits. =====Contacts Skills===== ===Affiliate - Imperial Commission, Order of the Enlightened Mind=== * You have basic contacts with an organisation. * You can generally get to see someone relatively important within the organisation. * Once per adventure the organisation will investigate a question and provide an answer for you (assuming it is something they can reasonably answer and would trust you with). * You may also always ask your organisation if there is anything they want you to achieve on any given adventure.