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 techno-sorcerer of unparalleled skill.
+
An artificer makes objects of power.
 +
Artificing bridges high-tech and low-tech worlds, making it a versatile craft in any setting.
 +
Whether in a high-tech world or a fantasy setting, you combine technology and magic as a natural philosopher.
 +
Combining mechanics, mathematics, alchemy, mana batteries, and the intelligence of spirits to build apparatuses that use powers repeatably and reliably.
  
'''Trauma Condition - Nerd
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In a world where technology reigns, you've mastered the art of technomancy, blending advanced apparatuses and high-tech wizardry to wield extraordinary powers. Whether it's building apparatuses, 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.
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.
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Based on the artificer class and the leech playbook.
  
'''Special Abilities'''<br>
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'''Touchstones''':
In addition to the listed powers, you have access to these special abilities.
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Miracle Max and Valerie (''The Princess Bride,'' 1987), 
 +
Victor Frankenstein (''Mary Shelley's Frankenstein,'' 1994), 
 +
Captain Nemo and Dr. Jekyll / Mr. Hyde (''The League of Extraordinary Gentlemen,'' 2003),
 +
Archimedes (''Indiana Jones and the Dial of Destiny,'' 2023).
  
* '''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.
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=== Trauma Condition—Nerd ===
 +
Your peculiar jargon, distinctive apparatuses, or prosthetic clearly mark you as an artificer.  
 +
This is rarely a big problem, as artificers are usually regarded as daft but helpful, but expect to be looked down on in social situations.
  
* '''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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You rely on apparatuses for all your powers, requiring a technobabble explanation for their functionality. This may require a flashback to when you constructed the apparatus for particularly weird or spiritual powers, potentially putting a stress cost on odd technologies.  
  
'''Powers
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=== Special Abilities ===
[[Air Powers (FiD)|Air]],
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# '''Accessible Invention''': Add to your Inventory: '''Simple Apparatus''' ☐: A device anyone can use to create a specific Power effect you know, using their own Action, Stress, and Special Abilities. You can carry as many as your load allows.
[[Animal Powers (FiD)|Animal]],
+
# '''Construct Servant:''' You upgrade your Tinker Drone into an expert (tinkerer) (p 96). You gain an additional action each downtime to [[Crafting_(FiD)|Craft]] or to research a Formula or Design.
[[Barrier Powers (FiD)|Barrier]],
+
# '''Craftsman:''' Choose a craft (e.g., blacksmith, tailor). Gain +1d and extra effect on Tinker rolls, making items fine quality. Earn double when crafting for coin. Can be taken multiple times for different crafts.
[[Darkness Powers (FiD)|Darkness]],
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# '''Genius:''' 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 apparatuses that activate your powers.
<span style="text-decoration: line-through;background-color:red">[[Death Powers (FiD)|Death]]</span>,
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# '''Hammerspace:''' Increase your load capacity by two. You may take this ability multiple times to further increase your capacity.
[[Earth Powers (FiD)|Earth]],
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# '''Maker:''' When you invent or [[Crafting_(FiD)|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 research a new Formula or Design. You begin with one Design or Formula already known.
[[Electricity Powers (FiD)|Electricity]],
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# '''Powers:''' [[Air Powers (FiD)|Air]], [[Animal Powers (FiD)|Animal]], [[Barrier Powers (FiD)|Barrier]], [[Darkness Powers (FiD)|Darkness]], [[Death Powers (FiD)|Death]], [[Earth Powers (FiD)|Earth]], [[Electricity Powers (FiD)|Electricity]], [[Fire Powers (FiD)|Fire]], [[Ice Powers (FiD)|Ice]], [[Flux Powers (FiD)|Flux]], [[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]].
[[Fire Powers (FiD)|Fire]],
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# '''Prototype:''' Assign load and roll Tinker in a Flashback to [[Crafting_(FiD)|Craft]] gear, [[Alchemy (FiD)|Alchemical]], [[Armaments (FiD)|Armament]], or [[Gadgets_(FiD)|Gadget]] without a formula or design. Spend Stress as Coin (minimum 1). The item breaks at the score's end.
[[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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=== Human Resources and Rivals ===
: ˄ ˅ Ting-yan-cha, fixer
+
: ˄ ˅ Mik, a smuggler.
: ˄ ˅ Melomina, technican
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: ˄ ˅ Nomi, a technician.
: ˄ ˅ Shok-ok, ganger
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: ˄ ˅ Rokk, a bravo.
: ˄ ˅ Moking, dispatch operator
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: ˄ ˅ Shoji, a fixer.
: ˄ ˅ Smoking Toe, hacker
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: ˄ ˅ Whisper, a mastermind.
  
'''Items
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=== Inventory ===
: ☐, , ☐ A power cell that reduces the stress cost of a power by two
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''Artificers, being masters of creation, have a more diverse and specialized inventory than other power playbooks, reflecting their ingenuity.
: ☐ A specialized gadget that grants you a single use of a power accessible to technomancers that you do not know.
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: ☐☐ Apparatus Concept.
: ☐-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.
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: ☐,Apparatus Experiment.
: ☐ Fine tinkering tools.
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: ☐ Fine and Potent Hand Weapon
: ☐ Fine lockpicks.
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: ☐ Fine tinkering tools
 +
: ☐☐ Power Pack.  
 +
: ◯ Tinker Drone.
  
'''XP
+
* '''Apparatus Concept''' ☐☐: A large and robust prototype apparatus, capable of multiple uses. Grants access to a specific power effect of a Form you do not know, but which is accessible to artificers. '''Playbook'''.
 +
* '''Apparatus Experiment''' ☐: A pioneering device exploring uncharted areas of your craft. Grants a single use of a power effect you do not know but is accessible to artificers. '''Consumable, 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 reduce the Stress cost of a specific apparatus effect by one. '''Playbook'''.
 +
* '''Tinker Drone''' ◯:  Clockwork device that can assist you on Tinker rolls, but 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.
 
* ''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
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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 22:54, 19 February 2025

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Powers (FiD)Fox in the Dark logo

An artificer makes objects of power. Artificing bridges high-tech and low-tech worlds, making it a versatile craft in any setting. Whether in a high-tech world or a fantasy setting, you combine technology and magic as a natural philosopher. Combining mechanics, mathematics, alchemy, mana batteries, and the intelligence of spirits to build apparatuses that use powers repeatably and reliably.

In a world where technology reigns, you've mastered the art of technomancy, blending advanced apparatuses and high-tech wizardry to wield extraordinary powers. Whether it's building apparatuses, 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.

Based on the artificer class and the leech playbook.

Touchstones: Miracle Max and Valerie (The Princess Bride, 1987), Victor Frankenstein (Mary Shelley's Frankenstein, 1994), Captain Nemo and Dr. Jekyll / Mr. Hyde (The League of Extraordinary Gentlemen, 2003), Archimedes (Indiana Jones and the Dial of Destiny, 2023).

Trauma Condition—Nerd

Your peculiar jargon, distinctive apparatuses, or prosthetic clearly mark you as an artificer. This is rarely a big problem, as artificers are usually regarded as daft but helpful, but expect to be looked down on in social situations.

You rely on apparatuses for all your powers, requiring a technobabble explanation for their functionality. This may require a flashback to when you constructed the apparatus for particularly weird or spiritual powers, potentially putting a stress cost on odd technologies.

Special Abilities

  1. Accessible Invention: Add to your Inventory: Simple Apparatus ☐: A device anyone can use to create a specific Power effect you know, using their own Action, Stress, and Special Abilities. You can carry as many as your load allows.
  2. Construct Servant: You upgrade your Tinker Drone into an expert (tinkerer) (p 96). You gain an additional action each downtime to Craft or to research a Formula or Design.
  3. Craftsman: Choose a craft (e.g., blacksmith, tailor). Gain +1d and extra effect on Tinker rolls, making items fine quality. Earn double when crafting for coin. Can be taken multiple times for different crafts.
  4. Genius: 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 apparatuses that activate your powers.
  5. Hammerspace: Increase your load capacity by two. You may take this ability multiple times to further increase your capacity.
  6. Maker: When you invent or Craft (p 224) Alchemy, Armaments, Gadgets, and Magic Items, take +1d to your roll. You can research a new Formula or Design. You begin with one Design or Formula already known.
  7. Powers: Air, Animal, Barrier, Darkness, Death, Earth, Electricity, Fire, Ice, Flux, Illusion, Kinesis, Life, Light, Metal, Mind, Order, Plant, Space, Time, and Water.
  8. Prototype: Assign load and roll Tinker in a Flashback to Craft gear, Alchemical, Armament, or Gadget without a formula or design. Spend Stress as Coin (minimum 1). The item breaks at the score's end.

Human Resources and Rivals

˄ ˅ Mik, a smuggler.
˄ ˅ Nomi, a technician.
˄ ˅ Rokk, a bravo.
˄ ˅ Shoji, a fixer.
˄ ˅ Whisper, a mastermind.

Inventory

Artificers, being masters of creation, have a more diverse and specialized inventory than other power playbooks, reflecting their ingenuity.

☐☐ Apparatus Concept.
☐,☐ Apparatus Experiment.
☐ Fine and Potent Hand Weapon
☐ Fine tinkering tools
☐☐ Power Pack.
◯ Tinker Drone.
  • Apparatus Concept ☐☐: A large and robust prototype apparatus, capable of multiple uses. Grants access to a specific power effect of a Form you do not know, but which is accessible to artificers. Playbook.
  • Apparatus Experiment ☐: A pioneering device exploring uncharted areas of your craft. Grants a single use of a power effect you do not know but is accessible to artificers. Consumable, 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 reduce the Stress cost of a specific apparatus effect by one. Playbook.
  • Tinker Drone ◯: Clockwork device that can assist you on Tinker rolls, but 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.