Difference between revisions of "Artificer (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 technologist of unparalleled ability.
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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.
  
'''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, or some other identifier that makes you recognizable as a technomancer.  
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Combining mechanics, mathematics, alchemy, mana batteries, and the intelligence of spirits to build gadgets that use powers repeatably and reliably.
  
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.  
+
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.
  
* '''Analyst:''' During downtime, you get two ticks to distribute among any long term project clocks that involve investigation or learning a new formula or design plan.
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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.  
  
* '''Artificer:''' When invent or craft, take +1d to your roll. You begin with one special design already known. See rulebook p 224.
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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.
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# '''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]].
  
* '''Security Tech''': Your deep understanding of technology allows you to decipher complex systems and manipulate digital interfaces with ease. Gain +1d on tinker and survey actions involving, security, sensors, and communications gear.
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=== Human Resources and Rivals ===
 +
: ˄ ˅ Mik, a smuggler.
 +
: ˄ ˅ Nomi, a technician.
 +
: ˄ ˅ Rokk, a bravo.
 +
: ˄ ˅ Shoji, a fixer.
 +
: ˄ ˅ Whisper, a mastermind.
  
'''Powers
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=== Inventory ===
[[Air Powers (FiD)|Air]],
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''Note that artificers, being all about things, have more special inventory items than other power playbooks.
[[Animal Powers (FiD)|Animal]],
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: ☐, ☐ Experimental Gizmo.
[[Barrier Powers (FiD)|Barrier]],
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: -☐ Experimental Machine.
[[Darkness Powers (FiD)|Darkness]],
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: ☐ Fine and Potent Hand Weapon
<span style="text-decoration: line-through;background-color:red">[[Death Powers (FiD)|Death]]</span>,
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: ☐ Fine tinkering tools
[[Earth Powers (FiD)|Earth]],
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: -☐ Power Pack.
[[Electricity Powers (FiD)|Electricity]],
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: ◯ Tinker Drone.
[[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
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* '''Experimental Gizmo''' ☐: The kind of machine an artificer uses for all powers, but this one is an experimental foray into a new area. Grants the use of a power that you do not know but is accessible to artificers. '''Consumable, Playbook'''.
: ˄ ˅ Ting-yan-cha, a fixer
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* '''Experimental Machine''' ☐-☐: A large end robust experimental device, trying out new areas of technology. Grants access to a specific power effect of a Form you do not know, but which is accessible to artificers. '''Playbook'''.
: ˄ ˅ Melomina, a technician
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* '''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.
: ˄ ˅ Shok-ok, a ganger
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* '''Fine Tinkering Tools''' ☐: A finely crafted set of tools for detailed mechanist work, including various tongs and pinchers, a jeweler's loupe, and precision measuring devices. Increases effect on Tinker rolls for manipulating delicate machinery, such as locks, clockwork, and metal traps. Does not increase the effect of the machinery itself. '''Playbook.'''
: ˄ ˅ Moking, a freight handler
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* '''Power Pack''' ☐-☐: A large store of energy designed to power artificer devices connected to a specific power effect. This reduces the Stress cost of using that effect by one. '''Playbook'''.
: ˄ ˅ Smoking Toe, an information agent
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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'''.
  
'''Items
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=== XP ===
: ☐-☐ A power pack that reduces the stress cost of powers by one.
 
: ☐ A gadget that grants you a single use of a power that you do not know accessible to technomancers.
 
: ☐-☐ A 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.
 
: ☐ Fine tinkering tools.
 
: ☐ Small drone that can assist with tinker checks.
 
 
 
'''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 ===
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: Study 1
 
: Tinker 2
 
: Tinker 2
: Wreck 1
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: 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 18:20, 13 December 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

Note that artificers, being all about things, have more special inventory items than other power playbooks.

☐, ☐ 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 the use of a power that you do not know but is accessible to artificers. Consumable, Playbook.
  • Experimental Machine ☐-☐: A large end robust experimental device, trying out new areas of technology. Grants access to a specific power effect of a Form you do not know, but which 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, including various tongs and pinchers, a jeweler's loupe, and precision measuring devices. Increases effect on Tinker rolls for manipulating delicate machinery, such as locks, clockwork, and metal traps. Does not increase the effect of the machinery itself. Playbook.
  • Power Pack ☐-☐: A large store of energy designed to power artificer devices connected to a specific power effect. This reduces the Stress cost of using that effect 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.