SAVANT ROLE Disclaimer: I can't code my way out of a wet paper sack but I do have an idea from time to time. If this interests anyone feel free to use it as your own. Maybe drop my name in the source somewhere. Premise: A group of humans in the dungeon through sorcery and alchemy managed to gain powers that the gods had not granted even to their own priests. The gods were pissed and decided to punish these uppity humans, the Savants, in the extreme. Race: All Savants are human and can be of any alignment (not that it will matter). Special Powers: A Savant by looking at an object, be it at their feet, in their inventory or seen with far look, knows everything that can be known about that object: identity, BUC and, if applicable, charges and enchantment. Savants are essentially walking spell books of Identify. Penalty: Any attempt to pray by a Savant will engender the message, "No god will hear your prayer." Any attempt at sacrifice will produce, "No god will accept your sacrifice". Nor is there anything that can be done to change these responses. This is combined with the fact that no clear portions of any sort are randomly generated in the Savant game. Penalty: All intelligent artifacts, no matter the alignment, will always "evade your grasp" for a Savant. Penalty: All priests in a temple are spawned hostile. Even if pacified, any attempt to #chat will anger them, therefore there is no chance to purchase protection for a Savant. Penalty: The gods removed the ability of Savants to gain skill in anything, save one they couldn't prevent. Savants control their own fists and can reach Grand Master in Bare Hands (and they start with no weapon). All other weapons and spells are unskilled and, without the ability to sacrifice, will remain that way. Savants will never be able to cast higher than level 3 spells (much like a Healer). High damage weapons and measures to lessen the To-Hit penalty will also be standard practice. Quest: Your quest leader is The Alchemist. What has been stolen is The Repository, a blessed Bag of Holding containing exactly one potion of Holy Water and one of Unholy Water. The artifact is not intelligent so you will be able to use it. Other than it's contents and the fact it is a BoH it has no other properties. The quest nemesis is The Avenging Angel (an actual Angel with all the chances for an artifact long sword and/or a Shield of Reflection) sent to further punish the Savants by stealing their last religious potions. Penalty: No matter your alignment, the Mysterious Force will treat you as if you were Lawful on an ascension run. Penalty: Your angel on the Astral Plane will always be hostile so you might as well wear your Ring of Conflict. Penalty: As a final indignity, no matter which altar you offer the Amulet of Yendor upon (the one #offer exception), you will only be granted an ascension in "celestial disgrace". Not sure how those are recorded, if at all... every@ma.sdf.org