Artemis Louise Skillent
Born to a pair of grease monkeys in a Coalition state, Artie was originally Artemis Louise Skillent. Artie happened swiftly, as she spent every toddling moment in the garage with her parents. But soon, the truth her father had hidden emerged. A psychic connection to mechanical objects. A dangerous secret in the Coalition world, and they hide it for long enough for Artie to grow. But, aged 16, Artie was smuggled out in a caravan of escapees, in her ancient truck, to the free world.
From there, she has roamed, fixing things, keeping that truck going, and living in it. Rolling into town....
As a Psi-Operator, Artie is forever playing with some form of tech, listening to its whispers as she fixes, creates and communes with the objects. They demand to be fixed, tell her their woes, and she soothes their ills away.
Invoke: To hear the objects, or fix them
Compel: Shut up, shut up, argh. They will not be silenced.
Talking to the truck? Hearing the screams of the abused engine? That ain't normal. Not at all.
Invoke: There is a time when it helps to have people think you are weird. Getting rid of them, for example.
Compel: Who trusts a weirdo? I mean, come on, if she thinks the machines talk, ... maybe it is just voices, you know?
Nothing in Life Is Permanent
Roaming from town to town, you soon learn that all you have is what you can hold. A truck, her tools and her clothing... nothing else matters.
Invoke: It is easy to walk away, to not care about material belongings when you know they can be torn away in the blink of a blinky thing.
Compel: Some things matter. The truck, she would kill for the truck. Bertha has been with her a long long time now.
You have a talent for improvising with available materials. When jury-rigging, gain +1 to create the object
You get a +2 to overcome obstacles with Deceive, provided you don’t have to talk to the person you’re trying to deceive for more than a few sentences before blowing past them
Always Making Useful Things
You don’t ever have to spend a fate point to declare that you have the proper tools for a particular job using Crafts, even in extreme situations (like being imprisoned and separated from all your stuff). This source of opposition is just off the table.
The Tools Are Lesser than the Hand
You can produce master-craftsman-level work with the crudest of tools. With a proper workshop, you can create impossibly amazing devices in the finest da Vinci style.
If it has an engine and wings, propellers, or wheels, you “get” it, intuitively and completely. +2 to Crafts when dealing with vehicles.
You’re at home in any big old burly brawl, with multiple opponents and ideally some beer in you. When fighting a mob of nameless NPCs, you deal one additional stress on a successful physical hit.
Five Minutes Friends
For a fate point, you can make a steadfast friend in a place you’ve never been, given a chance for five minutes of conversation. This stunt makes nearly impossible opportunities to make friends merely improbable, improbable opportunities probable, and probable opportunities outright certain.
Major Gateway: Psychic (Generalist)
Telemechanics, Psychometry, Elektrokinesis
Psychic Mastery (Telemechanics)
+2 Will when using Telemechanics.
A chance meeting in the market leads to a discussion about the Old Ones
Artemis comes by the garage seeking work, Stella calls on Mr. Tibbs to make some special modifications to her truck.