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.
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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 technologist of unparalleled ability.
  
 
'''Trauma Condition - Nerd
 
'''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.  
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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.  
  
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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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.  
  
 
'''Special Abilities'''<br>
 
'''Special Abilities'''<br>
 
In addition to the listed powers, you have access to these 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.
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* '''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.
  
* '''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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* '''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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* '''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.
  
 
'''Powers
 
'''Powers
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'''Human Resources and Rivals
 
'''Human Resources and Rivals
: ˄ ˅ Ting-yan-cha, fixer
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: ˄ ˅ Ting-yan-cha, a fixer
: ˄ ˅ Melomina, technican
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: ˄ ˅ Melomina, a technician
: ˄ ˅ Shok-ok, ganger
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: ˄ ˅ Shok-ok, a ganger
: ˄ ˅ Moking, dispatch operator
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: ˄ ˅ Moking, a freight handler
: ˄ ˅ Smoking Toe, hacker
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: ˄ ˅ Smoking Toe, an information agent
  
 
'''Items
 
'''Items
: ☐, ☐, ☐ A power cell that reduces the stress cost of a power by two
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: ☐-☐ A power pack that reduces the stress cost of powers by one.
: ☐ A specialized gadget that grants you a single use of a power accessible to technomancers that you do not know.
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: ☐ 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 for the duration of the score. This requires expending stress like any other flashback.
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: ☐-☐ 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.
 
: ☐ Fine tinkering tools.
: ☐ Fine lockpicks.
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: ☐ Small drone that can assist with tinker checks.
  
 
'''XP
 
'''XP

Revision as of 20:57, 22 August 2024

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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 technologist of unparalleled ability.

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, 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. 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.

Special Abilities
In addition to the listed powers, you have access to these special abilities.

  • 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.
  • Artificer: When invent or craft, take +1d to your roll. You begin with one special design already known. See rulebook p 224.
  • 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.

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, a fixer
˄ ˅ Melomina, a technician
˄ ˅ Shok-ok, a ganger
˄ ˅ Moking, a freight handler
˄ ˅ Smoking Toe, an information agent

Items

☐-☐ 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.

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