Artificer (FiD)
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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 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.
Touchstones:
Trauma Condition—Nerd
As an artificer, you possess a distinctive trait that sets you apart; whether it's a peculiar jargon, a technological apparatus 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 apparatuses 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
- 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 is Intelligent.
- Deep Pockets: Increase your load capacity by two.
- Genious: You may expend your Special Armor to resist a consequence of Tinker rolls or to push yourself when building or using a device, including gadgets and apparatuses that activate your powers.
- Master Craftsman: Select a craft, such as blacksmith, bowyer, gunsmith, jeweler, mason, tailor, or woodworker. Gain +1d and additional effect on Tinker roll with this craft, giving your products fine quality. Earn 2 stash per downtime where you earn coin crafting. Cannot be used for items requiring formulas or plans. Can be taken multiple times with different crafts.
- 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.
- Prototype: You can spend 2 stress and appropriate load to take a downtime action in a flashback to use Tinker to craft (p 224) any gear or Alchemical, Armament, or Gadget, even one you don't have a formula or design plan for. The item falls apart at the end of the current score.
- 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.
- 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 ◯: 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.