Difference between revisions of "Talk:Artificer (FiD)"
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An artificers make objects of power. | An artificers make objects of power. | ||
Artificing bridges high-tech and high-magic worlds, making it a versatile craft in any setting — you use whatever technology or magic is available. | Artificing bridges high-tech and high-magic worlds, making it a versatile craft in any setting — you use whatever technology or magic is available. | ||
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=== Special Abilities === | === Special Abilities === | ||
| − | ==== | + | ==== Automaton ==== |
| − | + | You upgrade your Tinker Drone into an Expert Cohort (tinkerer) (p 96). It gains the usual additional action each downtime to [[Crafting_(FiD)|Craft]] or [[Downtime_(FiD)#Inventing|Invent]] and can Assist you in addition to the Tinker Drone ability. | |
| − | |||
| − | |||
| − | You upgrade your Tinker Drone into an | ||
==== Craftsman ==== | ==== Craftsman ==== | ||
| − | Choose a craft (e.g., blacksmith, tailor). | + | Choose a craft (e.g., blacksmith, tailor). Improve the level of success in this field by one step: Fumble → Failure → Opposed success → Success → Critical. Can be taken multiple times for different crafts. |
| − | ==== | + | ==== Gizmos ==== |
| − | + | 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. This costs one Load for both you and them. You can carry as many as your Load allows. | |
==== Hammerspace ==== | ==== Hammerspace ==== | ||
| Line 45: | Line 42: | ||
Tinker in a Flashback to [[Crafting_(FiD)|Craft]] gear, [[Alchemy (FiD)|Alchemical]], [[Armaments (FiD)|Armament]], or [[Gadgets_(FiD)|Gadget]] without needing a Formula or Design. | Tinker in a Flashback to [[Crafting_(FiD)|Craft]] gear, [[Alchemy (FiD)|Alchemical]], [[Armaments (FiD)|Armament]], or [[Gadgets_(FiD)|Gadget]] without needing a Formula or Design. | ||
The item breaks at the score's end but can be [[Downtime_(FiD)#Reverse_Engineering|Reverse Engineered]] from the remains. | The item breaks at the score's end but can be [[Downtime_(FiD)#Reverse_Engineering|Reverse Engineered]] from the remains. | ||
| + | |||
| + | ==== Quickening ==== | ||
| + | Tinker to animate one or more artifices — vehicles, machinery, or suits of armor. Initial range depends on effect: Limited (touch), Standard (voice), Great (sight). They function as temporary Cohorts: one Expert (large mechanism) or a Gang (type fits what you animate), operated under your control rather than their usual crew or beasts. An [[#Automaton|Automaton]] can operate them for you. | ||
==== Additional Playbook ==== | ==== Additional Playbook ==== | ||
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==== Powers ==== | ==== Powers ==== | ||
You can learn these powers, expending a Special Ability for each. | You can learn these powers, expending a Special Ability for each. | ||
| + | You cannot select powers marked in <span style="text-decoration: line-through;background-color:red">red</span>. | ||
| + | |||
[[Abyss Powers (FiD)|Abyss]], | [[Abyss Powers (FiD)|Abyss]], | ||
[[Air Powers (FiD)|Air]], | [[Air Powers (FiD)|Air]], | ||
Latest revision as of 21:07, 22 November 2025
| Starfox's Blades in the Dark fan page |
An artificers make objects of power. Artificing bridges high-tech and high-magic worlds, making it a versatile craft in any setting — you use whatever technology or magic is available. Combining mechanics, mathematics, alchemy, mana batteries, artificial intelligence, and spirits to build apparatuses that use powers repeatably and reliably. It clashes with more realistic technology.
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 inventing devices, 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 (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 unreasonable demands on your ability and to be looked down on in social situations.
You rely on apparatuses for all your powers, requiring a technobabble explanation. This may require a flashback to when you constructed the apparatus for particularly weird or spiritual powers, potentially putting a stress cost on un-technological power effects.
Special Abilities
Automaton
You upgrade your Tinker Drone into an Expert Cohort (tinkerer) (p 96). It gains the usual additional action each downtime to Craft or Invent and can Assist you in addition to the Tinker Drone ability.
Craftsman
Choose a craft (e.g., blacksmith, tailor). Improve the level of success in this field by one step: Fumble → Failure → Opposed success → Success → Critical. Can be taken multiple times for different crafts.
Gizmos
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. This costs one Load for both you and them. You can carry as many as your Load allows.
Hammerspace
Increase your load capacity by two. You may take this ability multiple times to further increase your capacity.
Maker
When you Craft (p 224) or Invent Alchemicals, Armaments, Gadgets, and Magic Items, take +1d to your roll. You can research new Formulas and Designs. You begin with one Design or Formula of your own design already known.
Prototype
Tinker in a Flashback to Craft gear, Alchemical, Armament, or Gadget without needing a Formula or Design. The item breaks at the score's end but can be Reverse Engineered from the remains.
Quickening
Tinker to animate one or more artifices — vehicles, machinery, or suits of armor. Initial range depends on effect: Limited (touch), Standard (voice), Great (sight). They function as temporary Cohorts: one Expert (large mechanism) or a Gang (type fits what you animate), operated under your control rather than their usual crew or beasts. An Automaton can operate them for you.
Additional Playbook
Select another playbook. You gain immediate access to its Inventory and XP conditions. From now on, you can choose its Special Abilities. You can take this special ability multiple times, each time selecting a new playbook. Prerequisite: To select a playbook, you need an action rating of one in each of its starting actions.
Powers
You can learn these powers, expending a Special Ability for each. You cannot select powers marked in red.
Abyss, 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
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 repeated 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.