Artificing (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 technologist of unparalleled ability.

In a fantasy setting, you are a natural philosopher combining technology and magic. Combining mechanics, mathematics, alchemy, mana batteries, and embodied spirits for intelligence to build gadgets and devices that use weird science and enchanted magic items to use powers repeatably and reliably. The language here sometimes imply either a high or low tech setting, but technomancy works in both.

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, or some other identifier that makes you recognizable as a technomancer. This is rarely a problem, as technomancers are mostly well regarded.

You rely on gadgets for all your powers, requiring a technobabble explanation for their functionality. You are unable to access Master and Apex abilities from the Attune, Command, and Sway actions unless you use a flashback to devise a specific gadget that enables you to do so only in the current situation.

Special Abilities

  1. Analyst: During downtime, you get two ticks to distribute among any long term project clocks that involve understanding a device or learning a new formula or design plan.
  2. Artificer: When invent or craft, take +1d to your roll. You begin with one special design already known. See rulebook p 224.
  3. Construct Servant: You have created a servant creature. This is an expert (p 96). It can be Intelligent as a flaw, allowing an edge as normal.
  4. Deep Pockets: Increase your load capacity by two.
  5. Mechanical Companion: You have mechanical creature serving you. This is an expert cohort (p 96) that has Intelligent as a flaw, allowing an edge as normal.
  6. Risk Management: You may expend your special armor to resist a consequence of Tinker rolls or to push yourself when building or using a device, including the gadgets that activate your powers.
  7. Security Tech: Your deep understanding of technology allows you to decipher complex systems and manipulate security interfaces with ease. Gain +1d on tinker and survey actions involving, security, sensors, and communications gear.
  8. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.

Human Resources and Rivals

˄ ˅ Mik, a freight handler.
˄ ˅ Nomi, a technician.
˄ ˅ Rokk, a ganger.
˄ ˅ Shoji, a fixer.
˄ ˅ Whisper, an information agent.

Items

☐ Fine tinkering tools.
☐-☐ Gadget devised in a flashback that grants you access to a specific power that you do not know accessible to technomancers for the duration of the score. This may require expending stress like any other flashback.
☐ Gadget that grants you a single use of a power that you do not know that is accessible to technomancers.
☐-☐-☐ Power pack that reduces the stress cost of technomancer powers by one.
■ Small drone that can assist with tinker checks.

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

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