When autocomplete results are available use up and down arrows to review and enter to select. Touch device users, explore by touch or with swipe gestures.
You're a phony, a fraud, a huckster, and you know it. You've gotten by through trickery and shams for too long, and now you want to prove your life is not a lie.
Paranoid
You believe "they" are out to get you. You hear the voices and you've seen the signs.
Machine Affinity
Talent
You gain advantage on any check that involves engineering or crafting. You have advantage on Deft but have disadvantage on Mighty.
Defy Danger
Technique
For 2 MP, you may gain advantage on any roll of your choice (except attack rolls). You also start with 4 fate points instead of 3. When you switch stances, it does not cost you MP, and you may choose a stance at character creation. The maximum amount of fate points you can accrue is 4.
Artificer
kit
You believe there is a science to magic, and your madcap inventions may prove your theories. You start with a skill specialty in Crafting and a gadget equipped with a gadget tag, such as "greased" or "ectoplasmic." You may expend cheap or consumable supply to equip new tags, or luxury supply to create new gadgets. As an action, you may expend 2 MP to use your gadget and create a suitable peril or spell-like effect with its tags. If a gadget is destroyed, so are its tags, and consumable tags are discarded from the gadget when it is used.
Equipment
Weapons
d6
Palm Pistol +8
Firearms
Bleeding
Piercing
M/2
Bare Fists or Feet +0
Hand-to-Hand
Armor
You have no armor equipped.
Shield
You have no shield equipped.
Defense +9
Initiative +2
Soak0
Wounds
Skills
Deeds
0/0
0/0
0/0
Languages
Supply
Magic
Spells
Magic is not your forte.
Stances
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Known Stances
You have not learned any stances.
Focus
Focus Slot
Empty
You can assign a passive stance as your focus after resting, or spend 1 MP to assign it at the start of the round.
Inventory
(0/10)
250
Palm Pistol
Weapon
250
d6
Choose a Weapon
Loading...
Bleeding
When you deal damage with this weapon, your opponent suffers 1 HP damage on the next round, and each round thereafter, until they are healed or the bullet is removed.