Technomancer (FiD)

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In a world where technology reigns supreme, you've mastered the art of technomancy, blending advanced gadgets and high-tech wizardry to wield extraordinary powers. Whether it's manipulating digital constructs, hacking into secure networks, or augmenting your own abilities with cybernetic enhancements, your expertise sets you apart as a techno-sorcerer of unparalleled skill.

Trauma Condition - Nerd As a technomancer, you possess a distinctive trait that sets you apart; whether it's a peculiar jargon, a technological gadget or prosthetic you use constantly, or some other identifier that makes you recognizable as a technomancer. You rely on gadgets for all your powers, requiring a technobabble explanation for their functionality. Additionally, you are unable to access master and apex abilities from the attune, command, and sway actions unless you use a flashback to devise a gadget that enables you to do so.

As a technomancer, your affinity for all things high-tech manifests in a distinctive trait that defines your identity. Whether it's your reliance on cutting-edge gadgets, a peculiar jargon that only tech enthusiasts understand, or a signature prosthetic, you're unmistakably a technomancer. Your powers are intricately tied to your gadgets, requiring a technobabble explanation for their functionality. Additionally, accessing master and apex abilities from the attune, command, and sway actions requires you to devise specialized gadgets in a flashback.

Special Abilities
In addition to the listed powers, you have access to these special abilities.

  • Security Tech: Your deep understanding of technology allows you to decipher complex systems and manipulate digital interfaces with ease. Gain +1d on tinkering and survey actions involving , security, sensors, and communications gear.
  • Inventor: You possess a knack for innovation, able to create ingenious gadgets on the fly. Gain +1d when creating gadgets or improvising solutions using your technical expertise. Often applicable in flashbacks and long-term projects.

Powers Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, Water.

Human Resources and Rivals

˄ ˅ Ting-yan-cha, fixer
˄ ˅ Melomina, technican
˄ ˅ Shok-ok, ganger
˄ ˅ Moking, dispatch operator
˄ ˅ Smoking Toe, hacker

Items

☐, ☐, ☐ A power cell that reduces the stress cost of a power by two
☐ A specialized gadget that grants you a single use of a power accessible to technomancers that you do not know.
☐-☐ A gadget devised in a flashback that grants you access to a specific power for the duration of the score. This requires expending stress like any other flashback.
☐ Fine tinkering tools.
☐ Fine lockpicks.

XP

  • Every time you roll a desperate action, mark xp in that action's attribute.

At the end of each session, for each item below, mark 1 xp (in your playbook or an attribute) or 2 xp if that item occurred multiple times.

  • You addressed a challenge using technomancy or tinkering.
  • You expressed your beliefs, drives, heritage, or background.
  • You struggled with issues from your vice or traumas during the session.

Starting Actions

Tinker 2
Wreck 1
4 points by choice, no higher than 2 in any one