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 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 mutation.
Mutations are viewed in Rastaban with great respect, and there is nothing grotesque or bad about possessing them.
Class Feature: Affiliation
Gain the 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.
printandplay/ichor_savant.txt · Last modified: 2018/09/26 19:23 by gm_seb