Difference between revisions of "Artificing (FiD)"

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{{FiD}}{{FiD-Powers}}
 
{{FiD}}{{FiD-Powers}}
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.
+
An artificer makes objects of power.
 +
The language here sometimes implies either a high or low tech setting, artificing works in both.
  
'''Trauma Condition - Nerd
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In a fantasy setting, you are a natural philosopher combining technology and magic.
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.  
+
Combining mechanics, mathematics, alchemy, mana batteries, and the intelligence of spirits to build gadgets that use powers repeatably and reliably.
  
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.
+
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 building gadgets, 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.
  
'''Special Abilities'''<br>
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=== Trauma Condition—Nerd ===
In addition to the listed powers, you have access to these special abilities.
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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.
  
* '''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.
+
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.  
  
* '''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.
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=== Special Abilities ===
 +
# '''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.
 +
# '''Construct Servant:''' You upgrade your Tinker Drone to an independent creature. This is an expert (crafter) (p 96). It can pick [[Mind_Powers_(FiD)#Expanded_Mind_Powers|Intelligent]] as a flaw, allowing an edge as normal.
 +
# '''Deep Pockets:''' Increase your load capacity by two.
 +
# '''Master Maker:''' When you invent or craft (p 224) [[Alchemy (FiD)|Alchemy]], [[Armaments (FiD)|Armaments]], [[Gadgets_(FiD)|Gadgets]], and [[Magic Items (FiD)|Magic Items]], take +1d to your roll. You can make new Formula or Design. You begin with one Design or Formula already known.
 +
# '''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.
 +
# '''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.
 +
# '''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 the item during the current score.
 +
# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], <span style="text-decoration: line-through;background-color:red">[[Death Powers (FiD)|Death]]</span>, [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], <span style="text-decoration: line-through;background-color:red">[[Flux Powers (FiD)|Flux]]</span>, [[Illusion Powers (FiD)|Illusion]], [[Kinesis Powers (FiD)|Kinesis]], [[Life Powers (FiD)|Life]], [[Light Powers (FiD)|Light]], [[Metal Powers (FiD)|Metal]], [[Mind Powers (FiD)|Mind]], [[Order Powers (FiD)|Order]], [[Plant Powers (FiD)|Plant]], [[Space Powers (FiD)|Space]],  [[Time Powers (FiD)|Time]], and [[Water Powers (FiD)|Water]].
  
'''Powers
+
=== Human Resources and Rivals ===
[[Air Powers (FiD)|Air]],
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: ˄ ˅ Mik, a smuggler.
[[Animal Powers (FiD)|Animal]],
+
: ˄ ˅ Nomi, a technician.
[[Barrier Powers (FiD)|Barrier]],
+
: ˄ ˅ Rokk, a bravo.
[[Darkness Powers (FiD)|Darkness]],
+
: ˄ ˅ Shoji, a fixer.
<span style="text-decoration: line-through;background-color:red">[[Death Powers (FiD)|Death]]</span>,
+
: ˄ ˅ Whisper, a mastermind.
[[Earth Powers (FiD)|Earth]],
 
[[Electricity Powers (FiD)|Electricity]],
 
[[Fire Powers (FiD)|Fire]],
 
[[Ice Powers (FiD)|Ice]],
 
<span style="text-decoration: line-through;background-color:red">[[Flux Powers (FiD)|Flux]]</span>,
 
[[Illusion Powers (FiD)|Illusion]],
 
[[Kinesis Powers (FiD)|Kinesis]],
 
[[Life Powers (FiD)|Life]],
 
[[Light Powers (FiD)|Light]],
 
[[Metal Powers (FiD)|Metal]],
 
[[Mind Powers (FiD)|Mind]],
 
[[Order Powers (FiD)|Order]],
 
[[Plant Powers (FiD)|Plant]],
 
[[Space Powers (FiD)|Space]],
 
[[Time Powers (FiD)|Time]],
 
[[Water Powers (FiD)|Water]].
 
  
'''Human Resources and Rivals
+
=== Inventory ===
: ˄ ˅ Ting-yan-cha, fixer
+
: ☐ Experimental Gizmo.
: ˄ ˅ Melomina, technican
+
: -☐ Experimental Machine.
: ˄ ˅ Shok-ok, ganger
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: ☐ Fine and Potent Hand Weapon
: ˄ ˅ Moking, dispatch operator
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: ☐ Fine tinkering tools
: ˄ ˅ Smoking Toe, hacker
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: ☐-☐ Power Pack.
 +
: ◯ Tinker Drone.
  
'''Items
+
* '''Experimental Gizmo''' ☐: The kind of machine an artificer uses for all powers, but this one 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'''.
: ☐, ☐, ☐ A power cell that reduces the stress cost of a power by two
+
* '''Experimental Machine''' ☐-☐: A large end robust experimental device, trying out new areas of technology. Grants access to a specific power effect for the duration of a score. This is an effect of a power you do not know that is accessible to artificers. '''Playbook'''.
: ☐ A specialized gadget that grants you a single use of a power accessible to technomancers that you do not know.
+
* '''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.
: ☐-☐ 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''' : A finely crafted set of tools for detailed mechanist work. A jeweler's loup. Measuring devices. Increases effect on Tinker rolls.
: ☐ Fine tinkering tools.
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* '''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'''.
: ☐ Fine lockpicks.
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* '''Tinker Drone''' ◯: Tiny creature like a rat, small monkey, or homunculus; often robotic. Can assist you on Tinker rolls. You pay the stress cost. It is too limited to act on its own. '''Playbook'''.
  
'''XP
+
=== XP ===
 
* ''Every time you roll a desperate action, mark xp in that action's attribute.
 
* ''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
 
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.
 
an attribute) or 2 xp if that item occurred multiple times.
* You addressed a challenge using technomancy or tinkering.
+
* You addressed a challenge using artificing or tinkering.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You expressed your beliefs, drives, heritage, or background.
 
* You struggled with issues from your vice or traumas during the session.
 
* You struggled with issues from your vice or traumas during the session.
  
'''Starting Actions
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=== Starting Actions ===
 +
: Study 1
 
: Tinker 2
 
: Tinker 2
: Wreck 1
+
: 4 points by choice, no higher than 2 in any one.
: 4 points by choice, no higher than 2 in any one
 

Latest revision as of 21:48, 16 October 2024

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An artificer makes objects of power. The language here sometimes implies either a high or low tech setting, artificing works in both.

In a fantasy setting, you are a natural philosopher combining technology and magic. Combining mechanics, mathematics, alchemy, mana batteries, and the intelligence of spirits to build gadgets that use powers repeatably and reliably.

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 building gadgets, 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 pick 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. 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.
  6. 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.
  7. 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 the item during the current score.
  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.

Inventory

☐ 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 this one 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 access to a specific power effect for the duration of a score. This is an effect of a power you 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. Increases effect on Tinker rolls.
  • 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 ◯: Tiny creature like a rat, small monkey, or homunculus; often robotic. Can assist you on Tinker rolls. You pay the stress cost. It is too limited to act on its own. 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 artificing 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.