Savant
Contact
This feat comprises the Savant's ability to call on the sum of their life's contacts. The Savant may make a roll to create a contact of their own Fame or lower. In order to determine whether they succeed in having this contact, they roll against their Charisma primary statistic added to their Fame. If they succeed, the Savant may distribute points in the following categories equal to how far they rolled under, each ranging from 1-3 (1 being little, 2 being moderate, and 3 being exceptional):
- Influence: How much social influence does this contact have?
- Wealth: How rich is this contact?
- Favor: To what degree does this contact owe the Savant?
- Loyalty: How loyal is this character to the Savant?
- Competence: How good is this character at achieving their goals?
Record these features for later reference. The Savant may attempt to generate a number of contacts equal to their Fame in each city.
Boundless Mind
Savants have no limit on the number of LoresLores, Professions, and Languages they may purchase.
Self-Preservation
The Savant may choose to make Dodge or Defense favored at character creation.
A Savant is a person who knows people, things, or places...and in some cases, all three. Savants range from politicians, to scribes, to bards, to any person in society who gets their jobs done and achieves their means through interaction, manipulation, or social skills. They are the thinkers, the controllers, the assistants, the academics, and every type of person who does not resort to the sword to defeat their enemy. Savants will often be the leaders of the group, setting agendas and deciding best operations for the characters.
They are also the most prolific crafters in the game, polymaths specializing in many professions. That means they will provide any number of special services to the group including Blacksmithing, tailoring, painting, survivalism, tincture production, animal processing, and much else. They will also tend to be the best at planning and executing battle plans due to their specialty in Assess. Moreover, they can use their follower to carry out many dangerous tasks the players may find unsavory.
They are also often the various bosses, generals, tacticians, and strategists of the world. Many times, when warriors come together, they lack some charismatic skills or management capabilities. This is where the Savant enters. They may be just as likely be the quartermasters, the unit commanders, or any other administrative military position.
The Savant often ends up being the leader of the groups they are in, setting the agenda and planning the course. When the group enters a new city, the Savant is first to proceed to the market, to track down an old acquaintance, to discover a new quest. When the group needs an emissary, the Savant will be first on the list to be considered. When the group needs a good deal on a new set of equipment, it is likely to be the Savant doing the bargaining. The Savant is the social glue that holds the group together.