leech
LEECH
PLAYBOOK:
A saboteur and technician
The world is built on industry, and the underworld is no different. Leeches are
the scoundrels who distill the drugs, refine the arcane essences, build the bombs,
bandage the wounds, and forge the tools of the criminal trades—and knowing
how to make things also means knowing how to break them.
When you play a Leech, you earn xp when you address a challenge with
technical skill or mayhem. Duskwall is a city full of industrial machinery,
spark-crafts, plumbing, and electrical systems for you to bend to your purposes
or sabotage. Get out your tools and get your hands dirty.
The extensive training that makes a Leech is rare and strange among the
disenfranchised underworld class—how did you learn your arts? Which side of
the coin do you prefer, the side of creation and restoration, or the side of mayhem
and destruction?
STARTING ACTIONS CLEVER FRIENDS, RIVALS
z
zz
z tinker Stazia, an apothecary. Perhaps a
z
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z wreck former scoundrel turned to legitimate
alchemical business, or perhaps the
starting builds other way around?
If you want some guidance when you Veldren, a psychonaut. Perhaps an
assign your four action dots and special addict too poisoned to ever return to
ability, use one of these templates. lucid thought, or perhaps an explorer
of psychedelic realms beyond mere
Doctor. Consort +1, Finesse +1,
mortal experience?
Study +2. Physicker.
Eckerd, a corpse thief. Perhaps a
Sapper. Study +1, Survey +2, good source of “raw materials”?
Wreck +1. Saboteur.
Jul, a blood dealer. What other
Viper. Prowl +2, Sway +2. Venomous. strange clients do they have?
Witch. Attune +2, Study +2. Malista, a priestess. To what forgotten
Alchemist. god does Malista give her service?
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LEECH SPECIAL ABILITIES
alchemist
When you invent or craft a creation with alchemical features, you get +1 result level to
your roll (a - becomes a /, etc.). You begin with one special formula already known.
Follow the Inventing procedure with the GM (page 224) to define your first
special alchemical formula.
analyst
During downtime, you get two ticks to distribute among any long term project
clocks that involve investigation or learning a new formula or design plan.
artificer
When you invent or craft a creation with spark-craft features, you get +1 result level to
your roll (a - becomes a /, etc.). You begin with one special design already known.
Follow the Inventing procedure with the GM (page 224) to define your first
spark-craft design.
fortitude
You may expend your special armor to resist a consequence of fatigue, weakness,
or chemical effects, or to push yourself when working with technical skill or
handling alchemicals.
When you use this ability, tick the special armor box on your playbook sheet.
If you “resist a consequence” of the appropriate type, you avoid it completely. If
you use this ability to push yourself, you get one of the benefits (+1d, +1 effect,
act despite severe harm) but you don’t take 2 stress. Your special armor is
restored at the beginning of downtime.
ghost ward
When you Wreck an area with arcane substances, ruining it for any other use,
it becomes anathema or enticing to spirits (your choice).
If you make an area anathema to spirits, they will do everything they can to
avoid it, and will suffer torment if forced inside the area. If you make an area
enticing to spirits, they will seek it out and linger in the area, and will suffer
torment if forced to leave. This effect lasts for several days over an area the
size of a small room. Particularly powerful or prepared spirits may roll their
quality or arcane magnitude to see how well they’re able to resist the effect.
physicker
You can Tinker with bones, blood, and bodily humours to treat wounds or
stabilize the dying. You may Study a malady or corpse. Everyone in your crew
(including you) gets +1d to their healing treatment rolls.
Knowledge of anatomy and healing is a rare and esoteric thing in Duskwall.
Without this ability, any attempts at treatment are likely to fail or make things
worse. You can use this ability to give first aid (rolling Tinker) to allow your
patient to ignore a harm penalty for an hour or two.
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saboteur
LEECH
When you Wreck, your work is much quieter than it should be and the damage
is very well-hidden from casual inspection.
You can drill holes in things, melt stuff with acid, even use a muffled explosive,
and it will all be very quiet and extremely hard to notice.
PLAYBOOK:
venomous
Choose a drug or poison (from your bandolier stock) to which you have become
immune. You can push yourself to secrete it through your skin or saliva or exhale
it as a vapor.
When you push yourself to activate this ability, you still get one of the normal
benefits of pushing yourself (+1d, +1 effect, etc.) if you’re making a roll, in
addition to the special ability.
You choose the type of drug or poison when you get this ability. You may
change the drug or poison by completing a long-term project. Only a single
drug or poison may be chosen—you can’t become immune to any essences,
oils, or other alchemical substances.
LEECH ITEMS
Fine tinkering tools: A finely crafted set of tools for detailed mechanist work.
A jeweler’s loupe. Measuring devices. [ load]
Fine wrecking tools: A specialized set of tools for sabotage and destruction.
A small, powerful drill. A mallet and steel spikes. A prybar. An electroplasmic
battery, clamps, wire. Vials of acid. A spark-torch cutter and fuel tank. [ load]
Blowgun & darts, syringes: A small tube and darts that can be filled from
alchemy flasks. Empty syringes. [ load]
Bandolier: A strap worn across the body, fitted with Alcahest
specially-padded pouches to hold three alchemical Binding Oil
agents or spark-craft bombs. When you employ an Drift Oil
alchemical or bomb from a bandolier, choose one Drown Powder
from the list at right (or one of your custom-made Eyeblind Poison
formulas). See page 226 for more on alchemicals Fire Oil
and bombs. During downtime, you automatically refill Grenade
your bandoliers, so long as you have reasonable access Quicksilver
to a supplier or workshop. [ load]
Skullfire Poison
Gadgets: You may create gadgets during downtime Smoke Bomb
by Tinkering with tools and materials. See Spark (drug)
Gadgets, page 227. Track the load for each gadget Standstill Poison
you deploy during an operation. [+ load]
Trance Powder
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