You Are An Artificer

You’re good at taking things apart and putting them back together, usually leaving them better than they started.

You start with three Masterwork Items you’re particularly proud of: a Weapon (1d6 damage), Armor (1 Armor), and a Tool (1 Improvement). Distribute 3 additional Improvements among these items and decide what exactly they are.

Core Ability - Walking Workshop

You can upgrade mundane objects or create new ones with a single Improvement. They are fragile, unless significant time, effort, or specialized materials are put into their production.

When a fragile item is used, roll a d6 (for weapons and armor roll on Direct Damage):

1: It breaks immediately (and likely violently). 2-3: It’s damaged, and will break next time. 4-6: It’s fine for now.

Your Masterwork items return to their original state if broken.

Artificer Improvements

  • Deadly: Step up damage die, ignore Armor.
  • Heavy: Step up damage die, add bulky. Effective at damaging structures.
  • Capsule: Delivers a liquid on Direct Damage
  • Ranged: Attacks at a distance.
  • Ethereal: Deals Direct Damage to WIL, injures non-physical targets.
  • Paired: You have two of them.
  • Entangling: Deals Direct Damage to DEX, trips or staggers on Wounds.
  • Extra Protection: +1 Armor, add bulky.
  • Ward: +1 Armor against a specific threat.
  • Locomoting: Grants a form of movement
  • Light: remove bulky tag.
  • Transforming: Swaps between types.
  • Concealed: Collapses or hides.
  • Sentient: Has a mind of its own.
  • Detecting: Sense a specific thing, or grant a specific type of perception.
  • Special: A unique quality or ability.

Advanced Abilities

Spend 2 XP to unlock your first Advanced Ability. Each subsequent Advanced Ability’s cost increases by two. (2 XP → 4 XP → 6 XP → 8 XP).

  • Mystical Graft: You can graft enchantments and effects from magic tools, weapons, or armor onto other items. This destroys the original item.
  • An Eye for Engineering: With careful study you can always discern the purpose and function of a mechanism, as well as the best way to break or repair it.
  • Efficient Artificing: You can use Walking Workshop to create fragile objects with two improvements, or non-fragile ones with one improvement.
  • Mule: You can carry up to four bulky items without penalty.