Codex

Savant

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Savants, for reasons unknown, are born with rare differences in their physiology, sometimes sacrificing the ability to move, sense, or communicate effectively in exchange for…

Type
Template
Category
Template
Player Option
Yes

Savants, for reasons unknown, are born with rare differences in their physiology, sometimes sacrificing the ability to move, sense, or communicate effectively in exchange for excelling greatly in other ways. They can be born into nearly any race, from anyone. In some communities, savants are worshipped as supernatural beings, while in others they are shunned and treated as outcasts.

Aspects

Choose one aspect from the following list, and one from the heritage or race from your Savant Birthright:

  • Paranoid
  • Emotionally cold
  • Obsessed
  • Vicious

Vitals

You have the same vitals as the original creature.

Physical & Mental Conditions

You may choose one passive ability from the options listed below. If you do, you may gain a second tier 1 ability, or the tier 2 ability of your initial chosen ability.

Physical & Mental Abilities

Choose an ability from this section and gain its tier 1 ability. You can gain the tier 2 ability, or choose a second tier 1 ability if you also take a condition from the Physical and Mental Conditions list above.

Game mechanics

Savant Birthright

Passive ability. When you choose this race, you must also choose a heritage from a different race. You are technically of that race, and gain all of the associated aspects. However, you will replace the abilities granted from the race—not the heritage—with your choice of abilities listed later in this section. For example, if you chose Uline dwarf, you would keep the Mountain-born ability, but lose the Hearty and Gruff ability.

Upon picking a heritage, choose one ability from the Physical & Mental Abilities section listed below, and gain its tier 1 ability.

Then, if you wish, you may choose and gain one of the conditions from the Physical and Mental Conditions section listed below. If you do, you gain the tier 2 ability for whichever talent you chose in the earlier step, or a different tier 1 ability.

Physical & Mental Conditions — Blind

Passive ability. You are completely blind, and therefore cannot see. You permanently have three levels of blindness.

Physical & Mental Conditions — Physically Disabled

Passive ability. You use crutches or another device to aid your mobility. Your movement speed is reduced by 40 feet.

Physical & Mental Conditions — Deaf and Mute

Passive ability. You are deaf and mute. You cannot understand anything more than simple ideas when people talk to you, and you cannot talk back.

Physical & Mental Abilities — Telepath

Passive ability.

  • Tier 1: You can communicate telepathically with any humanoid (or equally sentient creature) you touch. While you are touching them, they can communicate telepathically with you as well. You may also sense using their senses, during which you cannot sense through your own. Creatures are not aware that you are sensing through them.
  • Tier 2: Your tier 1 abilities are not limited by touch, and instead extend to a range of 20 feet.

Physical & Mental Abilities — Tremorsense

Passive ability.

  • Tier 1: By sensing vibrations in ground and air, you can sense the location and shape of anything within 20 feet of you, including through walls. This counts as being able to see that object for the sake of abilities that rely on sight. You cannot see color, and details are limited to only things larger than your fist. For example, you cannot read using this ability.
  • Tier 2: The range of this ability extends to 60 feet.

Physical & Mental Abilities — Futuresight

Passive ability.

  • Tier 1: You have the Sight, and can see glimpses into the future. Whenever you fall asleep or are unconscious, you have a vision. Before you wake up, you may ask the GM a question about an event in the future. The GM must give a vague answer (generally no more than a couple words), to the best of their ability.
  • Tier 2: Your futuresight is more developed. Once, at the beginning of each day, roll three dice of any size you wish. Whenever you, the GM, or anyone else rolls a die with size matching one of the dice you rolled, you may replace the result with the result from your die roll. After doing so, you cannot use that die again.
The Codex of Alaria