Artificing (FiD)

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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.

In a world where technology reigns, 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.

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. Master Maker: When you invent or craft (p 224) Alchemy, Armaments, Gadgets, and Magic Items, take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known.
  5. Prototype: You can spend 1 stress in a flashback to use Tinker to craft an item (p 224), even one you don't have a formula or design plan for. You can spend multiple stress this way, but you only have access to the item during the current score.
  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 smuggler.
˄ ˅ Nomi, a technician.
˄ ˅ Rokk, a bravo.
˄ ˅ Shoji, a fixer.
˄ ˅ Whisper, a mastermind.

Items

☐ Experimental Gizmo.
☐-☐ Experimental Machine.
☐ Fine and Potent Hand Weapon
☐ Fine tinkering tools
☐-☐ Power Pack.
◯ Tinker Drone.
  • Experimental Gizmo ☐: The kind of machine an artificer uses for all powers, but not for an established power. Instead this is an experimental foray into a new area. Grants a single use of a power that is not known but is accessible to artificers. Playbook.
  • Experimental Machine ☐-☐: A large end robust experimental device, trying out new areas of technology. Grants an artificer access to a specific power effect for the duration of a score. This is an effect of a power they do not know that is accessible to artificers. Playbook.
  • Fine and Potent Hand Weapon ☐: A one handed weapon such as a sword, axe, mace, whip, pistol, sling, or hand crossbow, enhanced with artificer enhancements. The fine quality improves the effect while the potency allows you to damage supernatural targets.
  • Fine Tinkering Tools ☐: A finely crafted set of tools for detailed mechanist work. A jeweler's loup. Measuring devices.
  • Power Pack ☐-☐: A large store of energy designed to power artificer devices. Select one power. This reduces the Stress cost of using effects of that power by one. Playbook.
  • Tinker Drone ◯: Small creature, often robotic. Can assist you with Tinker rolls. You pay the stress cost. It is an Intelligent. Cohort (Expert: Crafter). See p 96. If killed you can rebuild it as a 4-clock long-term Tinker project. Playbook.

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.