Demolition Charge • Slow Action
Describe how you create an item → Create a bomb and determine the trigger condition. When activated, it charges obviously and ominously for less than a minute (runes appear, a clock counts down, it glows red-hot, etc ) and then explodes, annihilating structures and brutally maiming creatures (or worse). Work with the GM to determine the explosion size.
Your attacks ignore block.
When you spend advantage on an attack and deal damage, shatter the target.
Gear Up • Action
Describe how you summon battle gear → Summon and equip, or dismiss your battle gear (armor, weapons, ammo, etc). Choose one option for the rest of combat:
Defense: You have +3 block.
Offense: Roll +1 damage die.
Support: Gain +1 advantage whenever you bolster.
Upgrade Armor • Slow Action
Describe how you modify armor → Give the armor 1 of the bonuses below. You can have up to 3 enchantments active at a time.
Armor Plating: The wearer has +2 block.
Massive: The wearer is one size larger and lumbering.
Sealed: The armor provides fresh air and temperature control.
Power Core: The wearer has 1 advantage. Recharging the armor (a slow action) restores lost advantage.
Ablative Plating: The armor grants you soak equal to your toughness indefinitely. Repairing the armor (a slow action) restores lost soak.
Upgrade Weapon • Slow Action
Describe how you modify a weapon → Give the weapon 1 of the bonuses below. You can have up to 3 enchantments active at a time.
Glowing: The weapon glows under certain conditions. Work with your GM to determine those conditions.
Loyal: Only you can use this weapon. Work with your GM to determine why others can’t use it.
Nemesis: This weapon deals +2 damage die against specific creatures. Work with your GM to determine which creatures.
Unstoppable Force: This can damage things that weapons normally can’t damage.
Vorpal: Once each session, an attack with this weapon maims.
Forge • Slow Action
Describe how you create an item → Expend crafting materials and work with your GM to create a magic item. More powerful materials and more cinematic crafting conditions (forged in a volcano, named during an eclipse, blessed by a deity, etc) lead to stronger items.
Grappling Hook • Move Action
Describe how you reach for a distant object → Pull yourself to a target within a far distance, or pull it to you (whichever is more logical). If you or your target is falling dangerously, you can use this immediately (even if it isn’t your turn).
If you can see an item, the GM must honestly answer 1 of your questions about it.
If you examine an item, the GM must honestly answer all of your questions about it.
Increase all rolls you make to build, deconstruct, and fix.
You have a miniature parallel universe about the size of a two-story house (relative to your size). Open a portal to it as an action; store and retrieve items from it as a simple action. Work with your GM to determine your pocket plane’s flaw (it’s smaller than normal, some stored items get lost, you can only access it under certain conditions, etc).
Tool for the Job • Action
Describe how you produce a tool → Produce a handheld tool (nails, rope, crowbar, etc). Extend this to a slow action to produce larger items (wheelbarrow, boat, portcullis gate, etc). These items lose functionality after being out of your presence for about 1 day.
You can see through materials. Work with your GM to determine a type of material you can’t see through.
Cold, Hard Facts
Increase all rolls you make to socialize when you present evidence supporting your case.
Communicators • Slow Action
Describe how you build a device → You create communicators, which allow communication with each other. You can have up to 6 at a time.
Crazy Enough to Work
Describe a ridiculous, improbable plan → Your plan is now possible, even if it would otherwise be impossible. You or one of your allies increase a roll related to executing the plan.
Spark • Slow Action
Describe how you imbue an item with intelligence → The item becomes a living, thinking entity. Work with the GM to determine its attributes (if it can move, how it communicates, its stats, etc). Then, you and the GM each give the item 1 personality trait (cruel, skeptical, ambitious, etc).
The Ends Justify the Means
Once each session, describe how you escape social obligations → Completely avoid all negative social repercussions from one action you committed.
Soldiers often say that the sword doesn’t make the man, arguing that skill at arms is more important than strength of steel. Artificers roll their eyes at that statement—or at least, they would if they weren’t too busy carving magic runes into a indestructible sword. Or setting enchanted rubies into a suit of armor that renders the wearer immune to fire. Or placing gears into a steam-powered bull large enough to level a fortress. Those who doubt the power of craftsmanship have clearly never experienced the beauty of creation. Truly, a single act of creation can change the world. How will you leave your mark? Will you build something that world has never before seen? Will you forge a sword capable of slaying dragons? Will you construct thick city walls to protect those you love? Fire up the forges, young artisan, and prove to the gods you, too, have mastered the art of creation!
Examples of artifice characters include:
A legendary blacksmith carves ancient runes into weapons, imbuing them with powerful magic.
After losing his arm to a dragon, a dwarven warrior build a clockwork arm for himself and sets out to even the score.
A mad scientist experiments with bizarre gadgets and gizmos, pushing the limits of science and morality.