Artificing (FiD)

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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.

This also works for artificers in a fantasy setting, though the language used here might be strange for such a setting.

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 understanding a device 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.
  • Casual Blaster: When you use a power to make an attack that is fine and/or potent, you can opt to remove these qualities. For each quality you choose not to use, the stress cost and die requirement of the power use is each reduced by one.
  • Construct Servant: You have created a servant creature. This is an expert (p 96). It can be Intelligent as a flaw, allowing an edge as normal.
  • Deep Pockets: Increase your load capacity by two.
  • 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.
  • Security Tech: 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, 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

Study 1
Tinker 2
4 points by choice, no higher than 2 in any one