Artisan: Base Class
It is difficult to simply define an Artisan. Certainly many are actual makers of art, such as painters and sculptors, while others are Artisans in a more “craftsperson” sense, building mechanical devices, exploring the dark corners of alchemy, or mastering the planar dance of enchanting. These examples only begin to encompass the kinds of arts available though. Chefs, chocolatiers, draftspersons, and masters of engineering all fall under the wide umbrella that are Artisans.
From S.J. Waters, an Engineer in Niven and Barnes’ Dream Park, to a master gardener like Samwise Gamgee, the kinds of people who would be Artisans are myriad. Mad scientists, dedicated scholars, and weird mystics, these characters are unified by their love of what they do and their ability to create. Some create knowledge, others exquisite, edible artwork. Those who become Champion Artisans are true masters of their art and generally the best crafters in the world.
Artisans can be found in almost any clothing, but simple, traditional garb is most appropriate. Leather aprons, utility gloves, and pouches full of tools and equipment are all common.
Note: If the character selects an option and already has the maximum amount of any of the selected skills, the costs for those skills will be refunded instead.
The combination of human and machine is that the Artificer specializes in. “Ironman, Asami, or James Bond are all examples of Artificers who gain power not from inherent super powers or magic, but rather from their gadgets. Artificers are more likely to be Tinkers than other crafting specialties and make extensive use of Forgesources which can generally only be prepared once every 8 hours. The Artificer is a master of repairing armor and shields in combat, going toe-to-toe with their enemies and coming out alive, and taking up space on the battlefield. If you want to play an Artisan that can participate in combat, this is the specialization for you!
When it comes to the productive makers, there is no equal to the Crafter. They are a skilled craftsman in their field and excel at creating items with more profound and useful benefits than their non-Crafter counterparts. Their toolkit includes many ways to alter the items that they have made, or enhance them to give situational mastery over niche encounters.
When the immaterial speaks, it’s not only the Divine who listens. The Mystic is a ritualist who specializes in the casting of divine or arcane rituals. While any mage or cleric can pick up a scroll and cast it with an objective understanding of what the magic contained may do, it is the Mystic who goes beyond, to enhance themself and their allies farther than that which is written on the crumbling parchments of the ritual scroll.
Note: If the character selects an option and already has the maximum amount of any of the selected skills, the costs for those skills will be refunded instead.
Class Level | Utility Powers | Basic | Advanced | Class |
1 | 0 | 1 | - | - |
2 | 1 | 1 | - | Living Iron, Primary Training |
3 | 1 | 2 | - | Brilliant Thinker |
4 | 2 | 3 | - | |
5 | 2 | 4 | - | Utilitarian |
6 | 3 | 4 | 1 | Grand Ritualist |
7 | 3 | 5 | 1 | +1 Base Maximum Armor Points |
8 | 4 | 5 | 2 | Technical Expertise |
9 | 4 | 5 | 3 | |
10 | 4 | 5 | 3 |
Note: Archetype Artisans gain 1 additional Utility Power and Basic Power per the Primary Training Archetype Power.
Note: Life Points and Maximum Spikes can be found in the Character Level Table
Requirement: Artisan Level 3
The Artisan learns an additional Basic Power from the Artisan Class Powers.
Requirement: Artisan Level 5
The Artisan learns an additional Utility Power from the Artisan Class Powers.
Requirement: Artisan Level 8
The Artisan learns an additional Advanced Power from the Artisan Class Powers.
Requirement: Artisan Level 2
The Artisan gains an additional Utility Power and Basic Power from the Artisan Class Powers.
Requirement: Artisan Level 2
Incantation: “By the power of my craft I repair what is broken”
Call: “Mend X”
Target: Armor / Shield Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: None Effect: Mend
The Artisan gains a Living Iron pool equal to 3 x Artisan’s Class Level. This pool resets every Long Rest.
The Artisan may subtract from their Living Iron pool when the power is used to Mend armor (physical, summoned, or natural) or shield (must have a least 1 point left) up to the Artisan’s class-level. Living Iron must be used on something the Artisan is not currently wearing, and can only Mend a number up to the Artisan’s Class level per use.
Example: A 4th level Artisan has 12 total points of Mending per Long Rests, and can Mend up to 4 points per use of the Power. If that character were to multiclass their next two levels, their Living Iron pool and ability to use it would not change.
Artisans that have more [Artificer] tagged powers (Basic, Advanced, or Utility) than [Crafter] or [Mystic] gain additional points to their Living Iron pool based on the amounts below.
Requirement: Artisan Level 4
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: Immediate
Accent: None Effect: Special
Tagged items with a Standard duration created by the Artisan last for additional Events equal to half the standard recipe duration. This alteration should be noted on the item’s information card.
Requirement: Level 6 Artisan, 0 Levels in any other Base Class
The Artisan gains an additional Utility Power and Basic Power from the Artisan Class Powers. These are not included on the Class Table.
Requirement: Artisan Level 6
While the Artisan is a Primary Ritualist, the Mystic may Sacrifice a Maximum Life Point (until the end of the Event) to redraw a card from the Final Hand of a Dark Territory pull before the effect of the first card is announced.
Artisans that have more [Mystic] tagged powers (Basic, Advanced, or Utility) than [Crafter] or [Artificer] may Grant each Participant of a ritual where they are the Primary Ritualist a number of Counters to Damage that do not interrupt the ritual when used. The Artisan may do this once per Long Rest. These Counters last until the next Short Rest or until used.
Requirement: Artisan Level 9
The Artisan gains an additional rank of the Fortunate Finder skill.
If the Artisan meets the following criteria:
Then the Artisan also gains one of the following for free:
Note: This allows the Artisan to gain a Greater crafting skill one level earlier than would normally be available.
Requirement: Artisan Level 10
Based on the number of Specialization tags that Artisan has, the Opus power changes to reflect the Artisan’s most Specialized aspect. Crafters gain Reforge, Artificers gain Aetheric Infusion, and Mystics gain Eureka!:
The Artisan may reduce the Basic Resource cost of listed Basic Resources in crafting formulae by 1, to a minimum of 1 of each listed Basic Resource. Further, an Artisan with more Crafting Tagged powers than any other Tag, gains the Artisan’s Reforge Power below:
Artisan’s Reforge Incantation: None Call: “Grant Event Duration” Target: Individual item Duration: Event Delivery: Touch Refresh: Event Accent: None Effect: Grant Event Duration Once per Event the Artisan may touch an item set to expire this event and Sacrifice one Maximum Life Point for the duration of the Event. This extends the duration of the target item through the next month. |
The Artisan may at-will to do the following:
Incantation: None
Call: “Grant Long Rest by Inspiration”
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Event
Accent: Inspiration Effect: Grant Long Rest
Once per Event the Artisan may touch a willing or helpless target and call “Grant Long Rest by Inspiration.”
Requirement: Artisan Level 5
Incantation: None
Call: None
Target: None Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
The Artisan has found shortcuts and efficiencies in Plans after many hours spent honing and perfecting their craft.
Choose one Craft: Alchemy, Enchanting, or Tinkering. The Artisan may reduce all mentions of “turns of the hourglass” by half, to a minimum of one turn of the hourglass per mention. Enchanters may additionally reduce all repetitions of Chants by half rounded up, to a minimum of one. This power may be purchased once for each craft.
Note: This Power stacks with other time reduction skills for crafting, however, no repetitions / turns can be reduced below 1 each.
Requirement: Artisan Level 7
Incantation: None
Call: None
Target: None Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
Masters of their trade, Artisans craft some Plans so often that the patterns have become rote muscle memory, making it trivial to build several copies in parallel.
Choose one Craft: Alchemy, Arcane Ritual Magic, Divine Ritual Magic, Enchanting, or Tinkering. The Artisan may call “Batch Process” at the beginning of their crafting attempt to double the number of outputs from the crafting plan. This requires that the Artisan expend double the appropriate resources for the plan they are crafting.
Note: Crafting processes requiring a Dark Territory card pull must be pulled twice from the same hand. Resolve the first card before the second is pulled.
Requirement: Artisan Level 8
Incantation: None
Call: “[Name or Description] Quality Control”
Target: Other Individual Duration: Instantaneous
Delivery: Verbal Refresh: Event
Accent: None Effect: Special
The Artisan may oversee their own or an ally’s crafting recipe once per event. The crafting resources are refunded if the process fails so long as the failure condition does not specify otherwise.
Requirement: Artisan Level 10
Incantation: None
Call: “[Name or Description] Grant Life by Lightning”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Long Rest
Accent: Lightning Effect: Grant Life
Once per Long Rest, the Artificer may sacrifice an ingot to call “Grant Life by Lightning” to one individual.
Incantation: None
Call: None
Target: One Alchemical Object Duration: Instantaneous
Delivery: None Refresh: Long Rest
Accent: None Effect: Special
The Artisan gains the Apprentice Alchemy skill (3).
Once per Long Rest, the Artisan can remove the “Mana Sickness” detriment from a single Alchemical item they produce during the crafting process.
The Artisan gains the Apprentice Arcane or Divine Ritual Magic skill.
In addition, the Adept Ritualist gains the following benefits at various Artisan Levels:
Incantation: None
Call: “[Name or Description] Instruction: Halve all repeated task repetitions and turns on the timer”
Target: Other Individual Duration: Special
Delivery: Verbal Refresh: Immediate
Accent: None Effect: Special
The Artisan can streamline another Crafter’s process by helping at a Crafting Station of any kind. RP handing tools, helping follow the Recipe, etc. Halve all repeated task repetitions and the number of turns on the timer (round up).
Additionally, in specific cases, this power can reduce the time to accomplish Counted tasks.
Note: This Power stacks with other time reduction skills for crafting, however, no repetitions / turns can be reduced below 1 each.
The Artisan gains the Apprentice Enchanting (3) skill.
The Artisan’s only barrier to harnessing the powers of the cosmos into scrolls is acquiring a spellbook from an Arcane or Divine caster to copy from.
The Artisan may create their own "Crafter's Spellbook" with any number of Novice and Adept Divine and Arcane spells. Advanced or Greater or Master spells may not be copied.
Add a spell to the Crafter's Spellbook by copying the text from a caster’s spellbook in English and Primal Script. The process takes 1 Simple Ink and 1 Hide (deposit into an ashbin). A copied spell may be transcribed into other Crafters’ Spellbooks using the same process, but never into a caster's spellbook.
Crafter’s Spellbooks may be used in lieu of a caster’s spellbook by any Enchanter to create scrolls through the normal process, though it loses all powers and properties when outside of the Planar Weir (Enchanter’s Crafting Station). The Crafter’s Spellbook has no other uses, and cannot be cast or memorized from.
Incantation: Focus Quick 100
Call: None
Target: Individual item Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: None Effect: Special
This Power has two uses which may be used separately or simultaneously. The Artisan spends a few seconds focusing on the item to alter its structure, allowing them to add or alter Attunement requirements.
Item Requirements:
Power Use #1 - Add Attunement
After focusing, the Artisan may add any kind of Attunement requirement. Examples include something as specific as “Can only be Attuned to Tristan Mageborn” and as generic as “Can only be Attuned to a worshiper of The Tower”. Attunement is not lost if the required trait changes (such as converting to a different god).
Power Use #2 - Add Limitation
After focusing, the Artisan may add a specific limitation to an item’s Attunement. This limitation might be “Can only be activated by Humans” or “To activate the item, the character must yell ‘I love soup!’” Limitations requiring abusive or non-consensual behavior immediately fail.
For either use of this Power, the item’s card must be updated with the information.
The Artisan is a natural at constructing large objects and may spend one less (min of 1) Forgesource when a Tinkering, Alchemy, or Enchanting Project requires it. Additionally, the Artisan counts as two Crafters when working on a Forgesource related Project, though they only count as an Apprentice if they do not have the related skill.
For Example: Trisha the Artisan with Engineering Knack and Journeyman Tinkering is working with members of their town to construct a well. The well requires 2 Journeyman Tinkers, 2 Apprentice Alchemists, and 1 Journeyman Enchanter. Trisha could satisfy either the requirement for both the Journeyman Tinkers or both the Apprentice Alchemists even though Trisha is not an Apprentice Alchemist. Trisha would also reduce the number of Forgesources required to build the well by 1. Trisha could not help with the need for a Journeyman Enchanter.
The Artisan gains 1 additional Mend Point per Artisan class-level to their Living Iron pool.
Additionally, the Artisan may Sacrifice a Forgesource to gain 10 Mend Points to their Living Iron pool at-will.
The Artisan gains the skill Apprentice Tinkering (3).
The Artisan knows the power of creation itself: Forgesources.
Forgesource Specialists may make Forgesources as an Apprentice Tinker, and may craft two simultaneously.
Finally, the Artisan may replace any Uncommon resource (Rare Minerals, Harvest, Night Prizes) in a Tinkering Schematic with a Forgesource at-will.
The Artisan gains their next rank of Prospecting, ignoring any Level prerequisites, refunding a rank if this would put them over 3.
Additionally, the Artisan may skip Prospecting during the first Long Rest period and instead Prospect twice the next Long Rest period per Mine/Rare Mineral Spring.
The Artisan gains their next rank of Foraging, ignoring any Level prerequisites, refunding a rank if this would put them over 3.
The Artisan is used to walking the land looking for bloom and night prizes. Sometimes they even need to defend themselves from threats encountered in the wilderness. The Artisan gains +1 to Maximum Spike Damage on their next melee or ranged spike after Foraging at least 1 Bloom or 1 Night Prize.
Hunter Gatherers may take an additional Night Prize from a "mushroom patch" for every rank of Foraging they possess. This does not change the limit of Night Prizes they may collect per Event.
When targeting themselves, Mechanically Augmented Artisans may use a Spike in lieu of a Forgesource once per Power per Long Rest.
In addition, the Artisan may take a Short Rest to gain a Protect from one of the following: Poison, Agony, or Fear. They are inherently Slowed as long as they have this Protect.
Mechanically Augmented Artisans gain the “Construct” and “Automaton” Qualifiers (not the Type).
For Example: “5 To Construct by Time” would affect the Artisan.
Incantation: Focus Quick 100
Call: “[Name or Description] Subtle Discern by Mind: What is your Primary Breed?” OR “[Name or Description] Subtle Discern by Mind: Are you a [Angel, Demon, Construct, Hollow, Undead]?”
Target: Other Individual Duration: Instantaneous
Delivery: Verbal Refresh: Immediate
Accent: None Effect: Discern
The Artisan can examine an individual and try to discern their nature. Note that in mass melees and high pressure/speed situations, Discerning is hard and erroneous/no answer may occur.
Incantation: Focus Quick 100
Call: “[Name or Description] Subtle Discern by Mind: What is one of your Vulnerabilities?”
Target: Other Individual Duration: Instantaneous
Delivery: Verbal Refresh: Immediate
Accent: None Effect: Discern
The Artisan can Focus on a particular foe to determine its weaknesses (must be a vulnerability Condition). Note that in mass melees and high pressure/speed situations, Discerning is hard and erroneous/no answer may occur.
When casting a Ritual (Arcane, Divine, Enchanting, or otherwise), the Artisan and additional Participants up to the Ritualist’s levels in Artisan, are shrouded by a magic circle. The circle is only big enough to encompass the Ritual itself. The circle becomes active when the Ritual begins, and dissipates immediately when the Ritual ends. Once the circle is up, the Artisan and each additional Participant gains a number of Counters vs Weapons equal to one third their Artisan class-levels.
These protections will prevent disruption of the Ritual by weapon delivered damage and effects - the Artisan/Participant need only say “Counter, Protected Casting” when struck to acknowledge the attack, but the ritual remains undisrupted.
These defenses are lost when the circle dissipates. The Artisan is responsible for providing the physical representation of this, otherwise the circle does not form.
Further, before the Ritual, the Artisan may perform a Focus Slow 120 to draw out the power of a Forgesource, sacrificing it in the process to gain a number of uses of Repulsive Ritualist equal to half their Artisan level.
Repulsive Ritualist Incantation: None Call: “[Name or Description] Short Obey by Fear: Do not intentionally disrupt this ritual.” Target: Individual Duration: Short Rest Delivery: Verbal Refresh: Long Rest Accent: Fear Effect: Obey While the Artisan is a ritualist actively engaged in a Ritual, they can repel other creatures who come near. The Artisan may use this Power without disrupting the Ritual they are working on, even if the Ritual would normally be disrupted by the Ritualist using Powers. Note: The use of this Power may not be enough to stop them from disrupting a Ritual. |
Incantation: None
Call: “Mend 1”
Target: Worn armor or shield Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Mend
Tight spots and dangerous situations taught the Artisan to make resources stretch where others could not. The Artisan may Mend 1 to their own Armor or Shield when administering a Health Draught to another.
The Artisan gains the Basic Shield Skill (4), and may Counter Disarm Effects by taking two non-negatable damage.
The Artisan has embraced the presence of lingering, haunting spirits. They gain the Supernatural Perk: Medium (5).
The Artisan gains their next rank of Scavenging (3), ignoring any Level prerequisites, refunding a rank if this would put them over 3.
The Artisan knows their way around a knife and hide. Tanners may instantly Scavenge a creature not already being Scavenged by another. The Artisan may call "Counter, Tanner" to any damage received while waiting for their token.
Note: The Artisan loses their ability to Counter once they receive their token, or if they take any actions other than waiting to receive their loot. The Counter does not prevent any damage taken from the Scavenging itself.
Requirement: Basic Medicine
The Artisan has seen their fair share of combat and served as a healer. Quickly diagnosing what is wrong and how to best handle the situation has become second nature. They gain the Diagnose and Combat Medic Skills.
The Artisan has more questions they may ask when using Diagnose, honing their perception to uncover personality secrets based on physical observations. The wording need not be exact but the question must stay true to the spirit:
Incantation: Focus Quick 100
Call: “Subtle Discern by Mind: What are the properties of this item?”
Target: Individual item Duration: Instantaneous
Delivery: Touch Refresh: Short Rest
Accent: None Effect: Discern
The Artisan can inspect any item that has an information card for a Quick Count of 100 and then read the information card. This will not make the character immune to any Effects or consequences (reading a Glyph item card, for example, may mean the Artisan is close enough to set off the Glyph). If there is a Marshal Spirit available, the Marshal Spirit may be asked to give the properties of any item, including ones that do not have information cards, but the information given is up to the attending Marshal Spirit.
Note: This power will reveal only the information available on the card, but not obfuscated effects.
Incantation: Focus Slow 60 RP
Call: “Cure [Poison, Disease, Tainted]”, “Cure All Conditions by Poison”
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Short Rest
Accent: Poison Effect: Cure
After a minute finding, preparing, and applying various ingredients to an individual, the Artisan can Cure Poison, Disease, or Tainted. The Artisan can Cure all Conditions, not just the aforementioned three, by adding a Bloom to the Antidote. Place the Bloom in the Ashbin when possible.
Incantation: Focus Quick 100 RP
Call: “Mend Armor to Full”
Target: Tinkering Craft: Field Patch Kit Duration: Instantaneous
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Mend
The Artisan can alter a Field Patch Kit they are crafting, instead creating a "Specialist Field Patch Kit" with a 1 year expiration. The Specialist Field Patch Kit can mend armor to full once per Long Rest. This use does not consume the Kit if the Artisan who created it does the repair.
Maintaining the Specialist Field Patch Kit requires dedicated attention, so the Artisan can only manage one Kit at a time. Furthermore, it will revert to a normal Field Patch Kit if this Power is lost or removed.
The item’s card must be updated with these special features.
Incantation: RP implanting the knowledge within the recipient.
Call: Explanation
Target: Willing Individual Duration: Short Rest
Delivery: Touch Refresh: Short Rest
Accent: Mind Effect: Special
Out of combat, the Artisan sits down with a willing creature and puts their hands near the other’s temples (remember not to touch unless consent has already been explicitly established). They should walk the target through a meditation, or explain how they are sifting through the other’s Skills and talents. When they are done with the role-play, the Artisan gains all the Lore Skills the target of this Power has until completing their next Short Rest. The target of the power loses those Skills until they complete a Short Rest.
Incantation: None
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Long Rest
Accent: None Effect: Create Novice Scroll
Normally when an Enchanter creates a scroll using the Scribe Novice Scroll formulae they must use Simple Ink to write the words of the scroll. The Artisan has gained the ability to ignore the alchemical part of this process and through their own blood scribe the magics onto the hide. Using Blood Scroll the Artisan can ignore the need for Simple Ink for up to 2 scrolls when they use Scribe Novice Scroll by Sacrificing 1 Life Point of blood. Sometimes certain beings may be attracted to Artisans that use this process, but perhaps that is only rumor.
Note: When turning in resources used for the Scribe Novice Scroll to the Ashbin, the player should include a small note with the character’s name, and the name of this power.
Incantation: “Quite Fascinating…”
Call: “Grant Protect vs Weapons by Mind”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: Mind Effect: Grant Protect
Once per Short Rest, point at a foe, and call out “Quite fascinating…” and then put a hand to your chin and call out “Grant Protect vs Weapons by Mind” to give yourself a defense against a foe.
Incantation: Short Pep talk
Call: “Mend Summoned Armor to Full and Grant Three Barrier by Mind”
Target: Other Individual Duration: Instantaneous
Delivery: Touch Refresh: Short Rest
Accent: Mind Effect: Mend, Grant Barrier
Out-of-combat, the Artisan reviews the target's mystical alignment and realigns their spirit to ensure it’s maximal protection. The Artisan can Touch an ally and call “Mend Summoned Armor to Full and Grant Three Barrier by Mind.”
Incantation: None
Call: None
Target: Planar Weir Duration: Instantaneous
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Create Foundation Resource Infusion
Normally when an Enchanter pulls from the Planar Weir the Enchanter may either Soulhold what is pulled or place it in a Foundation Resource Infusion and leave the Planar Weir with it. The Artisan has gained the ability to ignore the alchemical part of this process and through sheer force of will bind the Foundation Resource into existence so it may leave the Weir as normal. Using Create Infusion the Artisan can ignore the need for a Foundation Resource Infusion when they use Tap Primordial Weir (any level) and create a card for one resource they pulled from the Weir without previously having a Foundation Resource Infusion.
Incantation: Slow 30 RP of explaining vulnerabilities in a shield to the target of the power.
Call: “Grant Power: Structural Failure”, Explanation
Target: Other Individual Duration: Short Rest
Delivery: Touch Refresh: Short Rest
Accent: None Effect: Grant Power
The Artisan focuses, examining a shield and picks out a weakness, the Artisan then explains the weakness to another allowing them to exploit that weakness. The recipient of the explanation may use a single shatter against that specific shield.
Structural FailureCall: “Shatter Shield” Target: One Shield Duration: Instantaneous Delivery: Weapon Refresh: None Accent: None Effect: Shatter An artisan has found structural weakness in the defenses of your opponent, and offered advice on how best to destroy it. The wielder of this Power may activate it once to make their next Weapon attack’s call “Shatter Shield.” |
Incantation: None
Call: None
Target: Alchemy Craft Duration: Instantaneous
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Special
The Artisan can alter the creation of any alchemical item they are crafting that has an associated item card to require 1 less Bloom or 1 less Night Prize (minimum 1).
Incantation: Focus Quick 100
Call: "Grant Protect vs Packets by Lightning"
Target: Individual Duration: Until Used
Delivery: Touch Refresh: Long Rest
Accent: Lightning Effect: Grant Protect
The Artisan may focus while holding a Forgesource to grant a Protect against Packets once per Long Rest. If the Artisan expends the Forgesource, they may immediately Refresh this ability.
Incantation: None
Call: “[Name or Description]: Short Repel by Fear”
Target: Individual Duration: Short Rest
Delivery: Verbal Refresh: Short Rest
Accent: Fear Effect: Repel
By spending a Spike, the Artisan surrounds themselves with harmful blades, spikes, and whirling implements of doom. For the duration, the affected reels back in fear and refuses to approach them.
Incantation: Focus Quick 100
Call: “Discern by Mind: What are the properties of this Glyph?”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Discern
The Artisan looks over the mystic lines that make up the Glyph, pulling each apart for special meaning and nuance, focusing for a Quick Count of 100. The Artisan should then go to the Glyph information card and read as much as they can from the back. While they are doing this, they will not activate the Glyph. If they take any other actions (trying to go through a door, open a box, answer questions, etc.) then the Glyph will trigger normally (if they are doing something that would trigger it).
Incantation: Focus Quick 100
Call: “Mend 5”
Target: Individual Duration: Instantaneous
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Mend
By focusing for a Quick 100 while fixing and readjusting a character’s armor the Artisan can Mend Armor for 5 points. If the Artisan expends a Patch Kit, they may refresh this ability.
Incantation: None
Call: “Grant [Heal, Barrier, Cure, Intoxicate]”
Target: Object: [Alchemy Craft] Duration: Permanent
Delivery: Touch Refresh: Short Rest
Accent: None Effect: Grant [Heal, Barrier, Cure, Intoxicate]
An Artisan can take an existing potion (any quaffed liquid created with alchemy or tagged quaffed liquid found in the world) and add a little kick to it. After spending a minute or so adding to, mixing, and enhancing the potion, they may choose one of four benefits that will take place when the potion is imbibed:
No Potion can be Kicked more than once. The Kick effect should be added to the information card for the item if it has one. If there is no information card, either one must be made, or only the Artisan can get the Kick effects.
Incantation: Draw a unique and complex sigil in sand or dirt, mark the target’s forehand with the same sigil.
Call: “Short Grant Minus One Dark Territory” or “Short Grant Plus One Dark Territory”
Target: Individual Duration: Short Rest
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Grant Dark Territory
While drawing on the veil between worlds, the Artisan may choose to imbue some of this energy into a sigil. While doing this, the Artisan focuses their intent to draw the veil tighter closed. Cloaked in shadow, the Mystic attempts to draw away the gaze of those who would do harm. The Artisan calls upon the deep magics of the realms to draw closed the veil dividing this world and the outer Void. This protection extends only to a single individual, but it is enough to divert the attention of dark forces away from the target while they engage in Enchanting and Ritual Magic.
Alternatively, even a mere candle can be viewed at a great distance in the dead of the night. The Artisan calls upon the deep magics of the realms to throw wide the veil dividing this world and the outer Void. This beacon extends only to a single individual, but it is enough to attract the attention of dark forces to the target while they engage in Enchanting and Ritual Magic.
Once the target is appropriately marked, the target’s Dark Territory modifier is modified as per the Artisan’s choice by one until their next Short Rest. This may reduce their modifier below zero. The target may only be the recipient of this boon once per Event from any source.
If the Mystic weaves a vial of Rare Minerals into the sigil, sacrificing it in the process, the change in Dark Territory will be 2.
Incantation: 1 minute of RP with another.
Call: “[Name or Description] Short Charm by Will”
Target: Individual Duration: Short Rest
Delivery: Verbal Refresh: Long Rest
Accent: Will Effect: Charm
The Artisan has learned the ways of hypnotism and beguilement. Their words are laced with subtle magic and undercurrents of command. Out-of-combat, after a minute of conversation the Mystic may expend a Spike to call “Short Charm by Will” to the target of their words.
Incantation: Focus Quick 100
Call: “Short Grant Plus One Spike Damage by Lightning”, “Short Grant Plus Two Spike Damage by Lightning”
Target: Self Duration: Short Rest
Delivery: Touch Refresh: Long Rest
Accent: Lightning Effect: Grant Spike Damage
The Artisan may focus while holding a Forgesource to grant themselves +1 Spike Damage until their next Short Rest. If the Artisan Sacrifices the Forgesource they may instead grant themselves +2 Spike Damage for the same duration.
Incantation: Focus Quick 30
Call: “Short Grant Power: Big Damn Hero”, Explanation
Target: Other Individuals Duration: Short Rest
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Grant Power
The Artisan gathers a number of people up to their Artisan class-level and imbues a reserve of energy within their allies that will let their allies Refresh all their expended Spikes. The recipients gain the Big Damn Hero Power below:
Big Damn Hero Incantation: RP: Inspiring Battlecry Call: “Refresh All Spikes” Target: Self Duration: Instantaneous Delivery: None Refresh: None Accent: None Effect: Refresh Calling on the mystical reserve of energy granted to them, the character may Refresh all Spikes. |
Incantation: Special
Call: “[Name or Description] Discern by Mind: How do you feel right now?”, “[Name or Description] Cure [Condition or Accent]”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Short Rest
Accent: None Effect: Discern, Cure
This Power can only be used out of combat with another Individual and, ideally, should be done in private. The Artisan connects themself to the emotions of the other sitting in silence with them for at least a minute. After the minute, the Artisan should describe their own emotional state in honest, descriptive terms. They should not convey facts other than about how they feel (i.e. “I feel hurt and betrayed” rather than “Because Triss ended up taking Tymera on his quest instead of me, I feel hurt and betrayed”).
When they feel they have fully described their feelings, they should Call “Discern: How do you feel right now?” The target should then describe their emotional state. After this sharing, until the end of the Event, the Artisan can, once, Cure that character of Dominated, Charmed, or any Condition caused by an emotion-based Accent (by Terror, by Fear, by Rage) as a Verbal Effect. The Artisan can only have the power to Cure any one individual once at any one time (i.e. Share cannot be used multiple times on the same individual to stack the curing effect.)
Incantation: Focus Quick 100 RP
Call: “Wounding 4 by Lightning”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Short Rest
Accent: Lightning Effect: Wounding
Carefully, the Artisan breaks down a Forgesource and pours the energy of it over a spell-ball full of materia, making for a powerful lightning projectile. The Artisan must work on the packet for a Focus Quick 100 and may then throw it at any time. If the spell-ball leaves their hand or touches any object other than their hand, it will discharge. Deposit the Forgesource in the Ashbin when possible.
Incantation: None
Call: “[Name or Description] Short Grant Resistance to Insubstantial”
Target: Individual Duration: Instantaneous
Delivery: Verbal Refresh: Long Rest
Accent: None Effect: Grant Resistance
The Artisan can force an individual to remain on the material plane for a short time, anchoring them so they cannot escape. The Artisan can call out “[Name or Description] Short Grant Resistance to Insubstantial.”
Incantation: None
Call: None
Target: One Expended Trap Duration: Instantaneous
Delivery: RP Refresh: Long Rest
Accent: None Effect: Special
The Artisan can spend a Quick 100 gathering the pieces of a trap that they put down themself which has since gone off. This will allow a Tinker to remake the trap without any additional expenditure of resources. Alternatively, the Artisan can turn in the pieces to Staff to convert them into all the resources that were required to make the trap, minus one (i.e. the Artisan must choose one resource used to make the trap and sacrifice it). At 10 Artisan class-levels they can salvage any trap into its component resources in the above listed manner.
Incantation: Focus Slow 10 RP for each target
Call: “Heal 1 by Poison”
Target: Up to six Individuals Duration: Instantaneous
Delivery: RP Refresh: Short Rest
Accent: Poison Effect: Heal
This Power can only be used out of combat. By expending three Bloom, the Artisan can provide a powerful curative brew for up to six other Individuals, moving from one to the other giving each a sip which will heal small wounds and injuries. No one target can be given more than one sip. The Artisan must Focus for at least 10 seconds over each character to be Treated. All targets are Healed for 1 Life Points. The Bloom should be deposited in an Ashbin when possible.
Incantation: RP: Prepare a drink
Call: “Grant Protect vs Ice by Flame” or “Grant Protect vs Flame by Ice”
Target: Individual Duration: Until Used
Delivery: Explanation Refresh: Short Rest
Accent: Flame or Ice Effect: Grant Protect
The Artisan brews a potion expending 1 Bloom to receive the boon. When brewing, the Artisan chooses the effect and must choose the same effect for all who receive the benefit. The brew is only potent for a short time and must be consumed immediately after the Artisan finishes brewing it. After drinking the brew, up to 4 participants are granted “Grant Protect vs Ice by Flame” or “Grant Protect vs Flame by Ice.” The Bloom should be deposited in an Ashbin when possible.
Incantation: Focus Quick 100 RP
Call: Grant +2 Bonus Spike Damage
Target: Tinkering Craft: Sharpening Stone Duration: Permanent
Delivery: RP Refresh: Long Rest
Accent: None Effect: Special
The Artisan can alter the creation of a Sharpening Stone they are crafting. If this process is used, the resulting creation is called a "Specialist Sharpening Stone" with an expiration of 1 year. This item, once per Long Rest, is not consumed on use when the Artisan personally uses it and provides +2 Bonus to Spike Damage rather than the normal amount. If any other person uses the item it is consumed as normal. If this Power is lost or removed, the Specialist Sharpening Stone will only function as a standard Sharpening Stone. The Specialist Sharpening Stone requires significant dedication to keep up and thus an Artisan may only maintain one at a time.
The item’s card must be updated with these special features.
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: None
When this power is chosen the Artisan can choose one Basic-Tier Power from any other non-Artisan Base Class. This choice is permanent, and the Power will have the same incant, requirements, etc. as it did in the original class. The Power cannot have a Refresh of “Spell”, nor can the Power chosen be one that causes the Refresh Effect.
Incantation: Focus Quick 100 RP
Call: “Wounding (2+X) by Acid”
Target: Individual Duration: Instantaneous
Delivery: Packet (Spell-Ball) Refresh: Short Rest
Accent: Acid Effect: Wounding
Carefully, the Artisan processes a number of reagents in sinister ways, adding their lethal humors to soak a spell-ball full of materia in a solution that will react over a few seconds, making for a powerfully acidic projectile. The Artisan must work on the packet for a Focus Quick 100 and may then throw it at any time. If the spell-ball leaves their hand or touches any object other than their hand, it will discharge.
The Artisan may process up to 3 Night Prizes into this solution. For each Night Prize processed in this way, the damage of the call is increased by 2. Thus processing 3 Night Prizes would result in a call of "Wounding 8 by Acid."
Incantation: Focus Slow 10 RP per individual
Call: “Short Grant +1 Maximum Life Points. ”
Target: Up to Six Individuals Duration: Instantaneous
Delivery: Touch Refresh: Short Rest
Accent: Poison Effect: Grant Maximum Life
This Power can only be used out of combat. By expending one Bloom and one Rare Mineral, the Artisan can provide a powerful curative brew for up to six Individuals, moving from one to the other giving each a sip which will heal their wounds and injuries. No one target can be given more than one sip. The Artisan must Focus for at least 10 seconds over each character to be Treated. As each one is treated, the Artisan may call “Short Grant +1 Maximum Life Points by Poison.” The Resources should be deposited in an Ashbin when possible.
Incantation: Focus Slow 30
Call: “Grant Power: Explosive Impact”, Explanation
Target: Individual Duration: Until Used
Delivery: RP Refresh: Short Rest
Accent: None Effect: Grant Power
The Artisan can give another character the power to ignite a weapon they are using, by preparing strange fuses, oils, and other ingredients. After the Artisan spends a slow count of 30 role-playing this preparation, the character is ready to detonate their weapon. At any time the target chooses, a melee weapon can be ignited to use the Explosive Impact Power below. This should be explained to the target while the preparations are being made.
Note: The Role-Playing of this Power may include props or equipment given to the target, or infusing the character’s limb with bizarre oils; the exact details are up to the Artisan.
Explosive Impact Target: Individual, Self Duration: Instantaneous Delivery: Weapon, Verbal Refresh: None Accent: Flame Effect: Shatter, Wounding A melee weapon can be used to deliver a Wounding Effect for 8 points of Flame damage. This will, unfortunately, also cause a Shatter on the weapon itself and 4 points of Wounding by Flame delivered by Touch to the wielder. This damage to self is not Weapon-delivered and cannot be stopped by Effects that stop Weapon attacks. This should be explained to the target while the preparations are being made. A weapon may have at most one of these effects on it at any time. |
Incantation: Special
Call: “Grant Power: Detonating Head”, Explanation
Target: Individuals Duration: Long Rest
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Grant Power
Out-of-combat, the Artisan can treat a number of projectiles (arrows or crossbow bolts) equal to three times their Artisan class-levels with a special mixture that will cause them to explode on impact. This mixture is concocted by Sacrificing two Rare Mineral and two Harvest, the projectiles can then be handed out to the recipients who will be granted the Detonating Head Power below a number of times equal to the number of treated projectiles the Artisan gave them. The Resources should be deposited in an Ashbin when possible.
While the exact props given to the recipients don’t necessarily need to be the ammunition the recipients must fire, the Artisan must provide usable ammunition at the time of creation. The projectiles will only work for the person the Artisan gives it to - the Power is not transferable.
For Example: Samantha creates 12 Exploding Arrows and gives ten to Ajax and two to Triss. At any time before Ajax completes a Long Rest, he could fire ten arrows that are Shield-Breaking by Flame; Triss could fire two.
Detonating Head Call: “Shield-Breaking by Flame” Target: Individual Duration: Instantaneous Delivery: Weapon Refresh: None Accent: Flame Effect: Shield-Breaking Anytime before the next Long Rest the character can do “Shield-Breaking by Flame” with a projectile attack. |
Incantation: None
Call: “Counter, Grounded”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Counter
The Artisan has so many small trinkets, wires, and other conductive objects, that Lightning based attacks have a significant chance of simply routing into the ground. Once per Short Rest, the Artisan may call “Counter, Grounded” against any effect with the Lightning Accent.
Incantation: None
Call: “Hiatus, Grant Insubstantial to Self”, “Cure Insubstantial to Self.”
Target: Self Duration: Focus Slow 300
Delivery: None Refresh: Long Rest
Accent: None Effect: Grant Insubstantial, Cure
While in a Ritual, the Artisan may call “Grant Insubstantial to Self” and Focus for a Slow 300. Once the Count is complete, the Artisan must call “Cure Insubstantial to Self.”
While Insubstantial, the Artisan can pause a ritual in progress in which they are the Primary Ritualist. If their Focus is broken, the Slow Count is completed, or at the Artisan’s discretion, whichever comes first, the Ritual resumes as normal, and the Artisan must call “Cure Insubstantial to Self.” Any actions taken during the Focus period should be ignored by the attending Ritual Marshal for the purposes of determining failure or Dark Territory.
Note: This means that while the Artisan themselves are incapable of interacting with things, others may do so on their behalf.
Incantation: Focus Quick 100 RP
Call: “Short Grant [Accent]”, Explanation
Target: Individual Duration: Short Rest
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Grant Accent
The Artisan unravels a Foundation Resource - Energy to treat a weapon, giving it properties beyond its normal. This procedure allows the target to change to the chosen Accent at-will for weapon attacks until they complete a Short Rest. The Artisan may, at the time of infusion, choose one of Acid, Flame, Ice, or Lightning. If an Foundation Resource Infusion was used, it should be deposited in an Ashbin when possible.
Incantation: None
Call: Special
Target: Self Duration: Event
Delivery: Self Refresh: Immediate
Accent: None Effect: Special
The Artisan gains additional benefits each time they use a Craft of Apprentice level or higher (ie: Supervise Armor Mending would not trigger this Power). The Artisan may gain up to their Artisan class-levels in the effects below during any one Event. In addition, they may gain no more than three instances of any of these effects during an Event.
Incantation: None
Call: None
Target: Self Duration: Passive
Delivery: None Refresh: Long Rest
Accent: None Effect: Special
When the Artisan draws a Foundation Resource - Death that would normally kill them, they can choose to soulhold it. If they do so, as long as the Foundation Resource - Death is soulheld, the Artisan will remain alive, but the moment it ceases being soulheld, the Artisan will take the Death effect, unless they immediately put the Death back in the Weir and redraw.
If the Artisan uses the Foundation Resource - Death to craft, they will die once they finish crafting, or if the Death Foundation Resource is transferred to a Foundation Resource Infusion they will survive, but are reduced to zero Life Point, and thus Dying.
Incantation: None
Call: “Grant Power: Totemic Balm”, Explanation
Target: Object Duration: Event
Delivery: RP Refresh: Long Rest
Accent: None Effect: Grant Power
Through prayers to the Gods, energy manipulation, or binding of minor spirits, the Mystic imbues up to six non-liquid objects with power that may be gifted to others. When bestowed to another, the Mystic explains the totem’s healing properties, and how they are used. The bound powers are non-transferrable, and cannot be regifted. Such power comes with a price, and the life given will take something in return, causing the recipient to be drained until they complete a Short Rest. The recipients are granted the Totemic Balm Power below:
Totemic Balm Call: “Heal 1”, “Short Drain” Target: Self Duration: Until Used Delivery: RP Refresh: None Accent: None Effect: Heal, Drain By using the small, non-liquid totem that they were given by the Artisan, the character gains the ability to Heal herself for 1 point before the next time they complete a Long Rest. This healing takes a Quick Count of 100, but can be done while the character is dying. After the healing is complete, the character is drained until they complete a Short Rest. |
Instead of taking an Advanced Power, the Artisan can choose two Basic-tier Powers from the Artisan Base Class with the same Artisan Tag (ie: Artificer, Crafter, Mystic).
Incantation: Frustrated RP, For Example: “So help me god, I will burn this place down, with all of you in it.”
Call: “[Name of Description] Short Repel by Will”
Target: Individual Duration: Short Rest
Delivery: Verbal Refresh: Immediate
Accent: Will Effect: Repel
While touching a Crafting Station of any kind (Tinker’s Forge, Planar Weir, or Hermetic Workshop) and actively crafting, the Artisan can make others leave them alone to work. They can use this Power an unlimited number of times, and doing so will not interrupt any Crafting they are doing.