B&B Concepts

Last 3 Edits

August 13th, 2020

  • Added Concepts: Investigator, Mad Scientist, Treasure Seeker, Wizard.

August 12th, 2020

  • Set this page up

CONCEPTS

Creating Concepts

You concept is the type of character you wish to play. It is a little like class in D&D but not as defined. In fact a subclass, background or even a feat from 5E D&D might serve as inspiration for a subclass. A Concept is easy to put together and players should be encouraged to create their own. Even if you don't plan or write it out, you simply spend your Concept starting features in a certain way. This field should be narrow though. Agility and Athletics, for example, could be beneficial to most Concepts, but are they core to the Concept's main purpose? If not, then you should not be spending Concept Specialty Advances in those Abilities.

To design your own concept, simply follow these steps.

1. Description
Briefly describe what it is that people with this concept do.

2. Key Ability
Select one Ability that is essential to the Concept. For spellcasters, this will be the Ability that will include your casting specialty, for example.

3. Concept Specialty Advances:
Choose a tight knit of Specialties that are essential to the functioning of this class. Not everything that would be 'useful; just those Specialties that truly define their role. You don't want these spread too widely, or you will not capture the essence of the Concept (and may as well not have one).

This is where casters and Concepts that use Powers get access to those Powers. Your Concept should include a casting specialty here. This means your Concept grants you access to a Specialty that others cannot access at character creation (except by taking a longer route, such as an Entry Edge).

4. Select Talent Trees & a Talent
Next, go through the Talent Trees and select those that go well with the Concept. The net can be cast a little wider here than Specialties, as your Concept only gets access to three of them. If there is one Talent Tree that is a must, then designate that as a Talent Tree they must start with and then the rest go into a list from which two can be chosen (for a total of three starting Talent Trees; five with your two from heritage).

From the available Talent Trees, select one Talent that is likely the defining Talent for your Concept. Often this Talent will have the same or similar name as your Concept. For example, your Sorcerer concept might have to take the Sorcerer Talent to clearly show how they get their powers. Again, this might be a choice if there are more than one that can define the Concept, such as Alchemist or Magical Weird Scientist for a Mad Scientist. These Talents will be like the Professional or Acrance Background Edges from Savage Worlds.


Concepts Summary Table

This lists includes the Concepts we have used in the past or that I have developed, but a player should feel comfortable coming up with their own Concept (see Creating Concepts above). Obviously, not all of those listed below will be suitable for all genres and settings, they are simply here as examples.

Most rules should be presened in the Bashed & Borrowed system, but references are given here for when a player needs more background on what the Concept is about, or a GM needs further ideas/advice for a ruling.

Role/Concept (& Sub-concept) Key Ability Reference
Investigator Knowledge Savage Worlds Adventure Edition p48
Jack-Of-All-Trades Smarts Savage Worlds Adventure Edition p48
Mad Scientist Technical Savage Worlds Adventure Edition p148
Treasure Seeker Knowledge or Survival -
Wizard Smarts 5E D&D Player's Handbook

Concepts Completed


NAME

What do they do?

KEY ABILITY:

You gain 10 Advances to spend on the following Specialties:
Concept Specialty Advances:

  • (Ability): Specialty
  • (Ability): Specialty
  • (Ability): Specialty
  • (Ability): Specialty
  • (Ability): Specialty

TALENTS
You begin play with the ??? Talent.

You have access to the following Talent Trees:

  • TT (For some Concepts you might just offer 3 choices and not list a compulsory one here).

And any 2 of your choice from the following:

  • TT
  • TT
  • TT
  • TT
  • TT

INVESTIGATOR

You seek out clues that lead you to your goal. In a modern setting you might be a detective in a police force, a private investigator or investigative journalist. In fantasy settings, you still might work for an organisation like a city guard or simply a mage or rogue that likes to take their knowledge out on the beat. Whoever you are, you tend to be obsessed with details, you research well and then head out to put all the clues together and seek your quary, be it a criminal, expose, or legendary item.

KEY ABILITY: Knowledge

Concept Specialty Advances:

You gain 10 Advances to spend on the following Specialties:

  • (Coercion): Intimidate.
  • (Expertise): Any that would help, such as Journalism.
  • (Knowledge): Education, Research, Streetwise and Special Studies that might be relevant.
  • (Languages): Any.
  • (Perception): Insight, Search.
  • (Persuasion): Bargain, Convince.
  • (Smarts): Cunning, Decipher, Logic, Memory
  • (Stealth): Blend-In, Hide, Sneak

TALENTS
You begin play with the Investigator Talent.

You have access to the following Talent Trees:

  • Awareness

And any 2 of your choice from the following:

  • Adaptable
  • Combat Training
  • Contacts
  • Delver
  • Intimidation
  • Learned
  • Stealthy

Jack-Of-All-Trades

You have dabbled in a lot of things without focussing on anything in particular..

KEY ABILITY: Smarts

You gain 10 Advances to spend on the following Specialties:
Concept Specialty Advances:
You can spend these Advances on any Specialty with the following restrictions:
1. You can only use these to raise new Specialties to a d4.
2. You cannot use them on more than two Specialties for any one Ability.

TALENTS
You begin play with the Jack-Of-All-Trades Talent.

You have access to the following Talent Trees:

  • Adaptable

And any 2 of your choice from the following:
Any Talent Tree, but you cannot take more than one of the same type, such as two Fighting Styles or Elemental Talent Trees.


MAD SCIENTIST

You work with a mysterious power source to create strange and wonderful (and likely dangerous) inventions that can fuel Powers.

KEY ABILITY: Technical

You gain 10 Advances to spend on the following Specialties:
Concept Specialty Advances:

  • (Expertise): Any that are hands-on such as smithing, engineering, architect, etc.
  • (Knowledge): Research,
  • (Smarts): Decipher, Logic, Memory,
  • (Technical): Weird Science (casting Specialty), Magical Infusions) and any others. This will determine the types of devices you work with and your ability to repair them. Your choices here determine what gadgets fuel your Powers.
  • (Vehicle Operation): Any.

TALENTS
You begin play with the Magical Mad Scientist OR the Alchemist Talent.

You have access to the following Talent Trees:

  • Tinker OR Alchemy

And any 2 of your choice from the following:

  • Advanced Tech
  • Alchemy
  • Arcana
  • Armor Specialist
  • Combat Training
  • Delver
  • Fighting Style - Artillery
  • Fighting Style - Weapon Specialty
  • Tinker
  • Vehicle Operation

TREASURE SEEKER

Treasure seekers are just happy with a few dollars or gold coins; they seek out legendary relics and magical treasures as much for the glory as the wealth they might bring. They could be Pulp archaeologists that do the legwork as well as the bookwork or daring, fantasy rogues. Treasure Seekers revel in the excitement of delving into ancient ruins, mad mage's dungeons or strange and unexplored lands.

KEY ABILITY: Knowledge OR Survival

You gain 10 Advances to spend on the following Specialties:
Concept Specialty Advances:

  • (Agility): Balance, Contortions, Dodge.
  • (Athletics): Climb, Jump.
  • (Expertise): Any that would help, such as Cartogrpahy.
  • (Knowledge): Education, Research, and Special Studies such as Archeaology, Anthropology, History, etc.
  • (Languages): Any.
  • (Perception): Search.
  • (Smarts): Decipher, Logic
  • (Survival): Dungeoneering, Orientation
  • (Technical): Traps

TALENTS
You begin play with the Active Archaeologist Talent.

You have access to the following Talent Trees:

  • Delver

And any 2 of your choice from the following:

  • Awareness
  • Combat Training
  • Contacts
  • Learned
  • Mobility
  • Survivor
  • Thievery

WIZARD

You learn spells through studying sigils and magical formulas. You are a versatile caster, able to amass a great collection of spells, but you rely on having them written down.

KEY ABILITY: Smarts

You gain 10 Advances to spend on the following Specialties:
Concept Specialty Advances:

  • (Expertise): Any that are scholary in nature, such as caligraphy, book making, etc.
  • (Healing): Treat Mind
  • (Knowledge): Education, Research, Special Studies such as Arcana, History, Creatures, Religion, etc.
  • (Languages): Any.
  • (Smarts): Cunning, Decipher, Logic, Memory, Spellcasting (casting Specialty).
  • (Status): Lineages, Stewardship
  • (Will): Concentrate.

TALENTS
You begin play with the Wizard Talent.

You have access to the following Talent Trees:

  • Arcana

And any 2 of your choice from the following:

  • Alchemy
  • Charm (as Enchantment)
  • Any Elemental
  • Fate (as Divination)
  • Learned
  • Mental Toughness
  • Support
  • Trickery (as Illusion)

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