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 artificing works in both.

Trauma Condition—Nerd

As an artificer, 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 an artificer. This is rarely a big problem, as artificers are usually regarded as daft but helpful. You may be looked down on in social situations.

You rely on gadgets for all your powers, requiring a technobabble explanation for their functionality. This may require a flashback to when you invented the device for particularly odd or spiritual powers.

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. Construct Servant: You upgrade your Tinker Drone to an independent creature. This is an expert (crafter) (p 96). It can be Intelligent as a flaw, allowing an edge as normal.
  3. Deep Pockets: Increase your load capacity by two.
  4. Enchanter: You can create Magic_Items. You begin with one enchantment plan already known. See rulebook p 224.
  5. Inventor: When invent or craft, take +1d to your roll. You begin with one special design or formula already known. See rulebook p 224.
  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 Specialist: 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 locks, 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

☐-☐ Artificer Implement that grants you access to a specific power effect for the duration of the score. This is an effect of a power you do not know that is accessible to artificers.
☐ Gizmo that grants you a single use of a power that you do not know that is accessible to artificers.
☐-☐ Power pack that reduces the stress cost of technomancer powers by one.
■ Tinker Drone that can assist on Tinker checks. You pay the stress cost.
☐ Fine tinkering tools.

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.