Artificer (FiD)
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An artificer makes objects of power. The language here sometimes imply either a high or low tech setting, but 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 gadgets that use powers repeatably and reliably.
In a world where technology reigns, 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 an artificer, 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 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 gadgets 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 can pick Intelligent as a flaw, allowing an edge as normal.
- Deep Pockets: Increase your load capacity by two.
- 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 1 stress in a flashback to use Tinker to craft an item (p 224), even one you don't have a formula or design plan for. You can spend multiple stress this way, but you only have access to the item during the current score.
- 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 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.
- Prototype: You can spend 1 stress in a flashback to use Tinker to craft an item (p 224), even one you don't have a formula or design plan for. You can spend multiple stress this way, but you only have access to the item during the current score.
- 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
- ☐ 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 a single use of a power that is not known but is accessible to artificers. Playbook.
- Experimental Machine ☐-☐: A large end robust experimental device, trying out new areas of technology. Grants access to a specific power effect for the duration of a score. This is an effect of a power you do not know that 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. A jeweler's loup. Measuring devices. Increases effect on Tinker rolls.
- Power Pack ☐-☐: A large store of energy designed to power artificer devices. Select one power. This reduces the Stress cost of using effects of that power by one. Playbook.
- Tinker Drone ◯: Tiny creature like a rat, small monkey, or homunculus; often robotic. Can assist you on Tinker rolls. 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.