Difference between revisions of "Artificer (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. | 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. | ||
Revision as of 11:24, 6 May 2024
Starfox's Blades in the Dark fan page |
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