The Erudite’s Pack
The Erudite’s Pack isn’t a specific item, it is a way of life for the Erudite Virtuoso.
Special Conditional Roleplaying Structure
The Erudite’s Pack holds all the collection of Tinkering the Erudite does day to day. The contents of which at any given moment even the Erudite doesn’t necessarily know.
The Erudite’s Pack isn’t necessarily a specific bag, but the collection of things the Erudite happens to have on their person as a result of their tinkering.
Even stripped of their equipment, items may be pulled from the Erudite’s Pack, within reason. For example, a lock pick was somehow tangled in their hair.
Specified Items
Specific items may be pulled from the pack at the cost of 1 Pocket. Objects which are pulled but not used go back into the pack and are “Forgotten” and can not be pulled again without spending another Pocket, unless their Usage states otherwise.
Sample Items
Vital Potion
Usage: Splashing a Vital Potion on an Injury removes the Injury Card and all non-Hard Damage applied by it. Vital Potions do not remove Status Cards associated with the Injury Card.
Activation
Celerity: 3 Action Slots
Reach: 1 Tile
Leftover Solvent
Usage: Most Leftover Solvent is highly corrosive and causes durability damage to non-stone based objects such as concrete or gemstones. Leftover Solvent has a random concentration.
Activation
Celerity: 3 Action Slots
Reach: 1 Tile
Effect: (v:6)
The Solvent happens to be ineffective at corroding it’s target.
The Solvent is mildly effective, dealing 10% of the object’s total Durability.
The Solvent is decently effective, dealing 25% of the object’s total Durability.
The Solvent is effective, dealing 50% of the object’s total Durability.
The Solvent is extremely effective, dealing 75% of the object’s total Durability.
The Solvent is perfectly effective, dealing 90% of the object’s total Durability.
Biological Agent
Usage: It is common for Erudite’s to seal up Bio Hazards which are byproducts of their tinkering. They’ve even been known to dispose of them it what might be considered a war crime.
Activation
Celerity: 4 Action Slots
Range: 10 Tiles
Effect: (v:10)
The Biological Agent is nasty, but harmless. It may have social impacts such as a lingering smell or temporarily dying the skin, clothes, or equipment of the target.
The Biological Agent is nasty, but harmless. It may have social impacts such as a lingering smell or temporarily dying the skin, clothes, or equipment to all within a 2 Tile Reach from the Point of Impact.
The Biological Agent is caustic. It applies a Burn Injury Card with 20 Damage to the Target.
The Biological Agent is caustic. It applies a Burn Injury Card with 30 Damage to the Target.
The Biological Agent is caustic. It applies a Burn Injury Card with 40 Damage to the Target.
The Biological Agent is caustic. It applies a Burn Injury Card with 50 Damage to the Target.
The Biological Agent is caustic and under extreme pressure. It applies a Burn Injury Card with 15 Damage to all within a 1 Tile Reach. This Area of Effect is a Splash from the Point of Impact.
The Biological Agent is caustic and under extreme pressure. It applies a Burn Injury Card with 30 Damage to all within a 2 Tile Reach. This Area of Effect is a Splash from the Point of Impact.
The Biological Agent is caustic and under extreme pressure. It applies a Burn Injury Card with 45 Damage to all within a 3 Tile Reach. This Area of Effect is a Splash from the Point of Impact.
The Biological Agent is caustic and under extreme pressure. It applies a Burn Injury Card with 60 Damage to all within a 4 Tile Reach. This Area of Effect is a Splash from the Point of Impact.
Skeleton Key
Usage: Skeleton Keys are often effective for opening locked objects.
Activation
Celerity: 2 Action Slots
Reach: 1 Tile
Effect: (v:12)
(v:@1) The Skeleton Key breaks, making the lock impossible to open by key, skeleton key, or lockpick.
(v:@2-4) The Skeleton Key breaks and makes it obvious the lock was tampered with.
(v:@5-7) The Skeleton Key breaks, makes it obvious the lock was tampered with, but successfully unlocks.
(v:@8-11) The Skeleton Key breaks, but successfully unlocks the lock with no obvious tampering.
(v:@12) The Skeleton Key successfully unlocks with no obvious signs of tampering. Add 1 Skeleton Key to your inventory.
Boon • Crafting • Situational
Potential Cost: 100
Requirements: Level 1
Granted as part of Erudite Virtuoso’s Actions and Effects.
Pockets
While they may not be actual Pockets, Pockets are the resource tracked to use The Right Tool and other Actions which require The Erudite’s Pack.
An Erudite’s Pack may have any number of Pockets as long as their Every Day Carry Weight is not exceeded.
Each Pocket weighs 1 Load (2.20462LBS or 1KG), regardless of what might be found inside.
Pockets are non-magical, non-psych, and non-divine theoretically extra dimensional spaces. These spaces may be on the Erudite’s person, or even spontaneously found in the nearby environment.
Once the Pocket is used, it is destroyed forever.
Developer’s Notes: The Erudite’s Pack is in testing. The list of items which may be generated by the Tinkering is entirely within reason between the Player and the Story Guide.
Spending Pockets to “buy” The Right Tool for the situation can make for interesting solutions to interesting moments.
The sample items listed here should always be made available as long as the character’s every day carry items are currently with them.
Effect Resolution
Effects which are described with samples or intentional ambiguity fall on the players who are activating to elaborate their details.
Mechanically defined effects only do exactly as stated.