Artificer (FiD)

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An artificer makes objects of power. Artificing bridges high-tech and low-tech worlds, making it a versatile craft in any setting. Whether in a high-tech world or a fantasy setting, you combine technology and magic as a natural philosopher. 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: Miracle Max and Valerie (The Princess Bride, 1987), Victor Frankenstein (Mary Shelley's Frankenstein, 1994), 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 to 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 constructed the apparatus for particularly weird or spiritual powers, potentially putting a stress cost on odd technologies.

Special Abilities

  1. Construct Servant: You upgrade your Tinker Drone into an expert (tinkerer) (p 96). You gain an additional action each downtime to craft or to research a Formula or Design.
  2. Deep Pockets: Increase your load capacity by two.
  3. Genius: 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 apparatuses that activate your powers.
  4. 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 you earn coin crafting. Cannot be used for items requiring formulas or plans. Can be taken multiple times with different crafts.
  5. 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.
  6. Prototype: Assign load and spend 2 stress to use Tinker (as per the downtime action, p. 224) to craft any gear, Alchemical, Armament, or Gadget in a flashback, even without a formula or design plan. The item falls apart at the end of the score.
  7. Shared Genius: Add to your inventory: Simple Apparatus ☐: An apparatus capable of being operated by others. Each Simple Apparatus can use a specific effect you know. An operator uses their own Action, Stress, and and any relevant Special Abilities. You can carry multiple Simple Apparatuses, limited only by your available load.
  8. 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

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 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.