So I want to open up an avenue of development for a character growing inot his origins as a scion of Hephaestus; the god of the forge.
I got just the two ideas really for this;
A several-point cost "Power" which buys off the hexing catch for a wizard
You might be interested in this:
Techno-Wizard [-1]- Tech friendly: The wizard gains +2 on Discipline rolls to prevent hexing.
- Practiced at working with technology: The wizard may choose to resist a compel with a Discipline roll instead of with a fate point. When doing so he does not gain the bonus above and must get a Legendary result.
- Can't break it: The wizard gains a -2 to intentional attempts at hexing technology.
The other idea I have less concrete ideas about; the concept of a sort of techno-mantic magic. but I really have very little idea how that would work; maybe to make broken stuff work or keep working? or maybe fillin the blanks of a not-quite-there gadget. Sort of a steam-punkish take on magic.
What do you guys think?
Other potential ideas: strength powers (smiths are strong), crafter only (no evocation, just thaumaturgy and work primarily through items), or change your evocation elements to tech-related themes (Engines, Computers, Structures, Projectiles, Crafting).