← SMARTS  ·  PLAYBOOK 2 OF 2
The ARTIFICER
The suit is not a tool. The suit is the answer to every question anyone ever had about what you are capable of.
PERSONNEL FILE
STAT: SMARTS
PRIMARY: +2
ACCESS: OPEN
The Artificer  ·  FILE SMARTS
The ARTIFICER
PRIMARY: SMARTS
HERO / ANTI-HERO / VILLAIN
The suit is not a tool. The suit is the answer to every question anyone ever had about what you are capable of.
POWER SUIT

You wear armor of your own construction. It provides 2 armor and has one built-in weapon of your design (up to 3 harm). Work with your GM on the details. When the suit takes significant damage, roll +Smarts to assess repairs needed.

WEAPON MOD

When you spend time between scenes modifying a weapon, yours or a teammate's, roll +Smarts.

  • 10+: The weapon gains one upgrade until the end of the mission: +1 harm / silenced / extended range / nonlethal mode / armor-piercing.
  • 7–9: The upgrade works but the weapon has a defect, the GM describes it.
DIAGNOSTIC

When you analyze an enemy's tech, armor, or powers by observation, roll +Smarts.

  • 10+: Identify one weakness. Take +1 ongoing against them and add +1 harm to targeted attacks exploiting that weakness.
  • 7–9: You get a partial read. Take +1 forward on your next action against them.
COUNTERMEASURE

When you know what you're up against, you can build something specifically to counter it. Requires at least one scene of prep time. Roll +Smarts.

  • 10+: The countermeasure works exactly as intended once.
  • 7–9: It works, but only partially or only once before it fails.
RAPID PROTOTYPE

When you build something on the fly from available materials, roll +Smarts.

  • 10+: You build it. It works properly for this scene.
  • 7–9: You build it but it's fragile, it'll work once before breaking.
EMP

You carry a pulse device that disrupts electronics in a 30ft radius. Drones go down, cameras cut out, powered armor locks up, communications drop. Roll +Smarts to control the radius and duration precisely. Has 2 charges. Track:

PSYCHIC IMPRINT

When you touch a person or object and focus, you leave a mental connection. Roll +Strange.

  • 10+: You always know where they are and can sense their emotional state for the rest of the mission.
  • 7–9: The connection is one-way and fades after one scene.
AUGMENT ALLY

When you spend time between scenes upgrading a teammate's gear or building them a new piece of kit, they gain +1 armor or +1 harm to a specific weapon for the next mission. Choose which. No roll required, this is what you do.

INTEGRATED SYSTEMS

Your gear is designed to work together. When you use two or more pieces of your own equipment in the same action, take +1 forward on the roll.

OVERCLOCK

(1/session)

Push your suit or a major piece of equipment to its absolute limit. Roll +Smarts.

  • 10+: For this scene, double its effectiveness, double armor value, double harm output, or double functional range.
  • 7–9: Double the effectiveness, but the equipment is destroyed after the scene.
FIELD REPAIR

When you repair equipment mid-mission, roll +Smarts.

  • 10+: Fully restored.
  • 7–9: Functional but with a defect, the GM describes it.
PATENT PENDING

Once per mission you can produce a gadget you've been working on, describe it and what it does. It should be roughly equivalent to one Expertise Action in effect. Roll +Smarts to see how well it performs under field conditions. (1/mission)

REPULSOR

Your suit has a close-range energy blast. Roll +Smarts.

  • 10+: Deal 3 harm and push them back 10ft.
  • 7–9: Deal 2 harm.
FLIGHT

Your suit has flight capability. Reach any point within a building or several stories high without a roll. For extreme distances or evasive maneuvers in combat, roll +Agility.

SCAN

Your suit's sensors analyze an enemy. Roll +Smarts.

  • 10+: Learn their approximate harm track status, any powers or special abilities, and one weakness.
  • 7–9: Learn one of those three.
ROCKET ASSISTED

When your suit's propulsion lets you close distance instantly in combat, roll +Agility.

  • 10+: You're in melee range before they can react. Your first attack this engagement deals +2 harm.
  • 7–9: You close the distance but the speed costs you, take -1 forward on your first defensive roll.
SHIELD WALL

When you interpose your suit between an ally and incoming harm, roll +Tough.

  • 10+: They take no harm. Your suit absorbs it, reduce armor by 1 until repaired.
  • 7–9: They take half harm. Your suit still takes the hit.
TACTICAL UPLINK

When you connect your suit's systems to the team's comms, everyone gains your scanner data in real time. For the scene, all teammates can ask one Read the Room question without rolling before they act.

ENERGY DRAIN

When you contact an enemy's powered armor or tech, roll +Smarts to siphon their power.

  • 10+: Their tech powers down for the scene. You restore 1 lost armor.
  • 7–9: Their tech is disrupted, they take -1 ongoing on tech-based actions this scene.
PROTOTYPE WEAPON

(1/mission)

Deploy an experimental weapon system you've been developing. Describe what it does, it should be significantly beyond your standard loadout. Roll +Smarts to see how field conditions affect its performance. On 10+ it works perfectly. On 7–9 it works but has one significant malfunction the GM describes.

### Improvements, At 5 XP, Choose One

  • Take a new Artificer move
  • Take a move from another playbook
  • Add +1 to Smarts (max +3)
  • Add +1 to Tough (max +3)
  • Add +1 to Agility (max +3)
  • Add 1 to your harm track maximum
  • Your suit gains a permanent new capability: describe it with the GM
  • Your suit's base armor increases to 3

### Advanced Improvements, After 5 Improvements, Choose One

  • Mark II: Your suit undergoes a fundamental upgrade. Work with the GM to define one capability that redefines what it can do. This is not an incremental improvement.
  • Integrated: The line between you and the suit has blurred. You can interface with technology mentally at short range and sense through the suit even when you are not wearing it.
  • Change playbook: You have grown into someone different.
  • Retire: You took the suit offline. Tell the table if you ever turned it back on.
PERSONAL ASSESSMENT
  • FaceUsually focused on something slightly behind your eyes, running numbers. The expression people see is rarely the whole picture.
  • BodyThe suit changes how you carry yourself. Out of it you are probably quieter than people expect.
  • StyleWhatever you can get in and out of fast when the suit needs to go on
  • PresenceWhen the suit is on: undeniable. When it is off: you are just a person, and you have learned how to use that.
  • SuitDescribe your suit. What does it look like, what is it made of, what does it do that you have not told anyone yet.
ORIGIN
  • You built it because you needed it to survive something specific. It worked. You kept building.
  • The technology was not supposed to be wearable. You made it wearable.
  • You had access to resources most people do not. You used them in ways most people would not.
  • Someone gave you a prototype. You took it apart and built something better.
  • You built it to prove something. You have not fully decided if you proved it yet.
GEAR & EQUIPMENT

Your suit is your primary piece of gear. Everything else supplements it.

Your suit provides 2 armor and one built-in weapon of your design (up to 3 harm). Work with the GM on specifics.

Choose two additional items:

  • Backup sidearm (2 harm, for when the suit's offline)
  • Repair kit (field repairs without a Smarts roll for standard suit damage)
  • Encrypted uplink (real-time comms and data access from anywhere)
  • Decoy unit (deploys a holographic or physical copy of you — one use)
  • Micro-drone (scouts ahead, feeds live video to your HUD)
KNOWN ASSOCIATES / CONNECTIONS
They've been inside your suit — not wearing it, inside it, when it was damaged and you needed them to reach something. Ask them: what did they see in there?
Your suit has saved their life at direct cost to its own structural integrity. Ask them: do they understand what that means in practical terms?
You've scanned them more thoroughly than they know. Ask them: do you tell them what you found?
They've seen you without the suit. Ask them: did anything about that surprise them?
You built something specifically for them without being asked. Ask them: do they use it?
They know what your suit costs — time, resources, the toll it takes. Ask them: do they think it's worth it?
They've had to talk you down when a system malfunction was making you dangerous. Ask them: was that the first time?
You've locked them out of a space because the suit was in pieces. Ask them: what did they think was wrong?
They're the only person you'd let work on the suit besides yourself. Ask them: do they know that's trust?
You ran a full tactical simulation on a scenario involving them. Ask them: does knowing that bother them?

YOUR STATS

Your primary stat is SMARTS: +2

Distribute the following among your remaining 9 stats:

+1+1 00 00 -1-1 -2

Improvements (every 5 XP)

  • Take a new Artificer move
  • Take a move from another playbook
  • Add +1 to Smarts (max +3)
  • Add +1 to Tough (max +3)
  • Add +1 to Agility (max +3)
  • Add 1 to your harm track maximum
  • Your suit gains a permanent new capability: describe it with the GM
  • Your suit's base armor increases to 3

Advanced Improvements (every 5 level-ups)

  • Mark II: Your suit undergoes a fundamental upgrade. Work with the GM to define one capability that redefines what it can do. This is not an incremental improvement.
  • Integrated: The line between you and the suit has blurred. You can interface with technology mentally at short range and sense through the suit even when you are not wearing it.
  • Change playbook: You have grown into someone different.
  • Retire: You took the suit offline. Tell the table if you ever turned it back on.