Quartermaster: Advanced Class
The first use of the term Quartermaster was a court official charged with selecting, procuring, and maintaining furnishings and decorations for a monarch’s personal quarters. The term was picked up by military organizations to refer to an officer tasked with supplying the unit, ship, or other group with clothing and supplies. In a large, well-oiled military or corporation with continent-spanning supply-lines, the job of the quartermaster is largely one of keeping track of stores, projecting future needs, placing the appropriate orders, and maintaining the equipment they do have. For expeditionary companies in frontier lands or units operating in hostile territory, the quartermaster and their subordinates must employ more creative means of procuring and supplying their groups.
In Tempest, Quartermasters take on the role of one of these creative forces who obtain the resources and equipment their groups need to excel. This class is primarily focused on crafting and gathering, and is a natural extension of the Crafter specialization of the Artisan Base Class.
Many Quartermaster powers are tagged [Crafter], [Artificer], or [Mystic]. Powers with these tags interact with certain aspects of the Artisan class, but have no specific meaning unless otherwise specified.
Class Level | Utility Powers | Basic | Advanced | Veteran Powers | Class |
1 | +1 | 0 | 0 | +1 | Comprehensive Maintenance, Extra Living Iron |
2 | 0 | 0 | 0 | 0 | Expanded Support, Nose for Opportunity, Shelf Stability |
3 | 0 | 0 | +1 | 0 | Resourceful |
4 | +1 | 0 | 0 | +1 | Unending Stability |
5 | 0 | 0 | 0 | 0 | Masterpiece, Extra Living Iron II |
Comprehensive Maintenance [Innate]
Requirement: Quartermaster Level 1
Keeping equipment in good shape is an important part of any Quartermaster’s duties, even if they aren’t able to create that equipment to begin with. Whether they have the necessary craft skill or not, a Quartermaster may spend 4 Hourglass Turns (which might be modified by other powers) performing maintenance roleplay on an object, person, or place created or modified with any Crafting skill, so long as the original recipe, plan, formula, or ritual is available to work with, and the craft in question has not yet expired.
If a crafting workstation is required to create the craft, the Quartermaster must be at an appropriate location. By expending all of the materials and other sacrifices normally required to create the craft, you may reset the craft’s Expiration date as though it had been newly crafted by you. This does not count as an act of creation in and of itself, so no new Dark Territory draws are required.
Requirement: Quartermaster Level 1, Living Iron
For the purposes of the Artisan Archetype power Living Iron only, add your Quartermaster level to your Artisan class-levels. At level 5 Quartermaster, the Quartermaster adds their Quartermaster levels twice to Artisan class-levels instead of once.
For Example: A character who is a 10th level Crafter Artisan and 3th level Quartermaster would have a base Living Iron pool of 3 x 13 = 39 points, and could Mend a maximum of 13 points in a single use. Once the character reaches 5th level Quartermaster, their pool grows to 3 x 20 = 60 points, and can use up to 20 points in a single use.
Expanded Support [Innate]
Requirement: Quartermaster Level 2
The Quartermaster continues to learn new and better means of supporting their company, and some may choose to branch out into avenues of support they had not previously anticipated. The Quartermaster gains one of the following options that they already meet the requirements for:
Requirement: Quartermaster Level 2
Incantation: None
Call: “Discern [to Marshal Spirit]: [Question]”
Target: Marshal Spirit Duration: Immediate
Delivery: None Refresh: Short Rest
Accent: None Effect: Discern
Quartermasters are always on the lookout for convenient opportunities to obtain additional resources (or, at least, delegate such duties). When speaking with an NPC that is proposing an expedition, adventure, or other outing, you may call to them: “Discern: Is this adventure likely to contain harvestable resources or hidden treasure?” This use does not expend this power, though you may only ask about any particular adventure once.
Should you personally attend an adventure (whether or not you asked the above question), once per Short Rest you may approach a marshal and call: “Discern to Marshal Spirit: Where in the vicinity might I find harvestable resources or hidden treasure?”
Shelf Stability [Innate]
Requirement: Quartermaster Level 2
Single-use items you craft that are listed as having Standard expiration are instead Double Standard. This includes items such as potions, poisons, patch kits, and scrolls. This only functions with crafting that produces a new item — crafts that modify an existing object, creature, or place (such as most Enchantments and Rituals) do not qualify, even if they are consumed after a single use.
Resourceful [Innate]
Requirement: Quartermaster Level 3
Once per Short Rest, you may use one of the following benefits:
Unending Stability [Innate]
Requirement: Quartermaster Level 4
A single category of single-use items you craft that are listed as having Standard expiration instead have a Permanent duration. The Quartermaster must choose from a list of options:
Alchemy with an Application of Quaff
Alchemy with an Application of Topical
Scrolls
Repair Kits and Sharpening Stones (Including Enchanted Repair Kits or Sharpening Stones)
This only functions with crafting that produces a new item — crafts that modify an existing object, creature, or place (such as most Enchantments and Rituals) do not qualify, even if they are consumed after a single use.
Masterpiece [Innate]
Requirement: Quartermaster Level 5
The Quartermaster gains their choice of Master Alchemy, Master Enchanting, Master Tinkering, Master Arcane Ritual Magic, or Master Divine Ritual Magic. They must have the corresponding Greater craft skill, but do not need to have met the level requirement.
Additionally, the Quartermaster’s mastery of maintenance procedures reaches obsessive levels when it comes to their own equipment. The Quartermaster’s own Signature Item never expires. This applies to the base Tinkering item and any Tinkering modifications or Enchantments made to it that would normally have Standard expiration. Should the Quartermaster ever lose attunement to the item and fail to re-attain it for their next Short Rest, it expires if its original expiration date has passed. If the Quartermaster is able to attune more than one Signature Item, this benefit applies to all of them.
Requirement: Quartermaster Level 2, Greater Enchanting
This process was developed after studying enchantment tokens found in various ancient ruins. Whenever you follow a formula that would produce an enchantment, you may pause the enchantment process at the last moment instead of imbuing it in the item, person, or place otherwise intended. Using a Foundation Resource Infusion that has not been filled with a foundation resource, you instead fill it with the essence of the enchantment, congealing it into a solid token. Call “Enchant Token” when you do so and record the parameters of the enchantment (the name, the foundation resource effect, etc) as well as the duration on an item card. You must still perform Dark Territory draws if appropriate.
Tokens found in ancient ruins tend to be very old and in poor shape. After disturbing them, they tend to leak power (and their duration) like sieves. However, freshly produced tokens will not lose power under normal circumstances. The duration of the enchantment does not begin until it is applied. Any enchanter can complete the enchantment process, pressing the energies into the item to be enchanted.
Quartermasters who perform enchantments like to keep a few extra Foundation Resource Infusions on hand even if they are not intentionally making tokens. Dark Territory can sometimes come with unexpected boons such as additional enchantment charges that might otherwise be lost if a valid target is not present, and these can be captured as tokens.
This only affects formulae that produce enchantments. Other formulae, such as those that produce spell scrolls, extract resource essences, repair summoned armor, or similar tasks can’t be captured by this process.
Requirement: Quartermaster Level 2
Incantation: “Mass Production”
Call: None
Target: None Duration: Passive
Delivery: None Refresh: None
Accent: None Effect: Special
When outfitting an entire operation, it is sometimes useful to cut a few corners when the resulting drop in quality will not impact useability. The Quartermaster may call “Mass Production” at the beginning of any crafting attempt to double the number of outputs from the crafting plan. This requires that the Quartermaster expend double the appropriate resources for the plan they are crafting. If the Quartermaster has the correct Batch Process skill from the Artisan class, it can be used in conjunction with this process to produce quadrupled results at quadruple cost.
There is a price to be paid for this level of output. Any item with an expiration created by this process will have its expiration duration halved. If the Quartermaster is an Artisan with the Durable Creation archetype power, this penalty and that benefit cancel out. Items that do not have an expiration such as processed resources are much more amenable to mass production, and suffer no ill consequences when produced this way.
Note: Crafting processes requiring a Dark Territory card pull must be pulled twice (or four times, when also using Batch Process) from the same hand. Resolve each card before the next is pulled.
Requirement: Quartermaster Level 5, Manse
While not as productive as a full-scale operation, your Manse can produce limited amounts of a chosen construction resource if properly managed. Select Lumber, Ore, or Stone when you take this skill. You receive one unit of this resource at the start of each event, but only when attending events in the chapter where your Manse exists.
Requirement: Living Iron (Artisan Archetype power)
Incantation: “By the power of my craft, I work with efficiency”
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Refresh
While mending armor is a worthwhile use of Living Iron, not all Artisans see enough combat to fully utilize it. A good Quartermaster knows how to repurpose what is underutilized. You gain the following additional uses of Living Iron that can be utilized during crafting and gathering tasks. The incantation need only be said the first time you spend points in a particular crafting or gathering session. Points spent from your Living Iron pool in this way in any single expenditure must fall under the maximum amount of armor points you could normally mend using a single use of Living Iron - for example, you cannot instantly Prospect until your effective Artisan class-level is at least 15.
Requirement: Prospect III
The best prospectors work smarter, not harder. Whenever you gather from a prospecting site, if you did not gather at that site during the previous logistics period, you may make that attempt now. In effect, a Quartermaster with Best Timing only needs to gather during the day or night, not both. This does not stack with the Artisan utility Good Timing. During the first logistics period of the event, you can’t harvest for the “previous” period, even if you missed the last logistics period from the previous event.
The first Quartermasters managed the quarters of royalty. While few match that description now, many are still responsible for maintaining a company’s living area, and have the skills to show for it. You gain Hearth for free, plus five CP worth of Hearth perks of your choice. Additionally, you may perform the Haven ritual even if you do not have the Apprentice Divine Ritual Magic skill, and if you are the Primary Ritualist, may spend half the Rare Minerals for the same effect.
Requirement: Prospect I
Organized groups of prospectors often elect a leader who keeps track of the count and handles draws from the mining decks. When you are this person, you may perform any of the following actions:
When prospecting as a group in this way, hazard effects pulled by the leader take effect simultaneously after all results have been pulled, not when the individual results are announced.
Requirements: Scavenge III
A true scavenger respects their kills and leaves as little behind as possible. Whenever you turn in scavenging tokens, you receive one extra basic resource per token and one uncommon resource per two tokens turned in. The type of resource received depends on the type of creature you scavenged.
Additionally, even the most dangerous internal organs have their uses. Once per Long Rest when a creature you scavenge calls an effect against you, you may call “Counter, Use Every Part”. You may, at some point before your next Short Rest, prepare a Spell Ball with this organ over a Focus Quick 30. This spell-ball will deliver the same Effect or Damage and Accent that you would have taken. (Note: Instructions are not Effects and can’t be preserved in this way). Due to degradation of the organ, if the effect is one that has a duration and the original duration was Long or Event (uncalled), it must be thrown as Short instead.
Requirements: Forage III
Composting a mixture of unwanted organic matter tends to attract creatures of the night. Each day of the event other than the last, you may turn in a mixed quantity of Bloom, Hide, or Harvest to plot. For every three Bloom/Hide or one Harvest turned in you may attract one Night Prize to be collected the next day, up to five. If you turn in more material than this, you may attract additional Night Prize at plot discretion. However, large piles of rotting matter and the valuable critters that congregate there may attract the attention of wildlife, opportunistic foragers, or other problems that could reduce your yield.
If a Greenhouse is available, composting at the building will protect your yield, but large amounts of compost may attract wildlife into town.
Incantation: None
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: None
Not all quartermasters can personally fulfill all orders, and even if they can, a guildhouse or tavern full of adventurers is not always a conducive environment for mass crafting. Buildings such as an Ironworks, Witch’s Hut, or Arcane Tower tend to have crafting facilities and personnel for specific crafts (Tinkering, Alchemy, and Enchanting), and if you’re willing to spend some time earning your keep for the management, arrangements can be made.
While you perform a 4-hour NPC shift, NPC laborers will craft for you at-cost, assuming the necessary facilities exist at your location. You must bring the necessary resources with you. Your shift grants you a labor budget of 20 Apprentice crafting processes. You may trade 2 of those up for a Journeyman process or 5 for a Greater process. Master-level workers are not available for use with this ability by default, but if they become available, a single Master-level recipe takes your entire labor budget. Contract Labor can’t be used to create Signature Items, and the laborers will refuse to perform crafting that involve Dark Territory draws.
Incantation: "By the power of my craft, I aid the wounded"
Call: As per First Aid Kit
Target: None Duration: Passive
Delivery: None Refresh: None; Short Rest
Accent: None Effect: Special
Your attuned First Aid Kit or similar medical kit’s capacity is 15 more than its base value; a normal kit’s base value is 5, so this would allow the kit’s Advanced effect to be used four times before refilling. Additionally, instead of performing a Focus count, you may instead incant "By the power of my craft, I aid the wounded" before making any of the kit’s associated calls. Finally, if you have a Mending or Healing pool power such as Living Iron or Healing Touch, once per Short Rest you may spend up to your kit’s capacity from those pools to directly refill the kit. To do this, perform that power’s normal incantation and touch the kit, then call “Replenish Kit”.
Incantation: None
Call: “Counter, Protective Gear”
Target: Self Duration: Instantaneous
Delivery: None Refresh: Short Rest
Accent: None Effect: Counter
Whether you’re a prospector yourself or simply accompany them, you’ve learned the risks involved and ways to protect yourself from random hazards. Once per Short Rest, you may call “Counter, Protective Gear” when you would take a mining hazard, an effect with the Environment modifier, or an effect from a Tinkering, Alchemy, or Enchanting craft you are involved in.
Incantation: Focus Quick 100
Call: “Salvage Substance”, Explanation
Target: Weapon or Materia Duration: Instantaneous
Delivery: Touch Refresh: Immediate
Accent: None Effect: Special
Waste not, want not. Many adventurers hesitate to apply valuable poisons or other coatings (items whose recipes say “Application: Topical”) to their weapons or materia, thanks to a fear that it will ultimately go unused. The Quartermaster can personally scrape substances from a weapon or squeeze them out of charged materia back into containers so long as their effects have gone unused and the item in question has not been dispelled or shattered. This takes a Focus Quick 100 to perform. This can’t be used to recover a substance that produces a Counter, Protect, Resistance, Obfuscate, or Immunity call or condition.
Touching materia charged by another character is generally dangerous. If recovering a substance from a charged materia held by another character, at the start of the process tell them “Explanation: While I am focusing, this materia will not activate unless you let go of it or my focus is broken”.
If the item belongs to someone else, the Quartermaster should explain what has occurred, and the substance’s item card should be updated to note that a use has been restored. If the substance’s original container has been discarded (that is, its item card has already been discarded or destroyed), a new one can be created, but the item expires at the end of the event instead of its original expiration date.
Incantation: None
Call: None
Target: Alchemy Craft Duration: Permanent
Delivery: Touch Refresh: Short Rest
Accent: None Effect: Imbue
An Artisan can take up to 3 identical doses of an existing alchemical item (either Quaffed or Topical) and add an effect to them. After spending a minute or so adding to, mixing, and enhancing the items, they may choose one of the following benefits that will take place when the items are used. The available benefits depend on whether the items are Quaffed or Topical.
Topical items may be kicked with the following effects:
Quaffed items may be kicked with these effects, which are the same as the Artisan power Kick:
No alchemical item 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.
Requirement: Greater Alchemy
Incantation: Crafting Procedure
Call: “Cauldron Brew”
Target: Crafting Process Duration: Instantaneous
Delivery: None Refresh: Long Rest
Accent: None Effect: Special
Witches, line cooks, and quartermasters all agree: if you need to produce a lot of something, a cauldron is the way to go. This process involves a cauldron prop, three brewers and produces at least 10, but up to 20 times the amount of a normal batch of a standard alchemical recipe. If the recipe normally produces a Pollution Call, it should be made at the indicated point in the below procedure. If the recipe involves Dark Territory or Blood Magic, inform a Ritual Marshal before you begin; modifying such a recipe in this way is dangerous, and nothing is known of the consequences. The modified procedure is:
This process involves two brewers in addition to yourself, spread among three roles: one who stirs, one who maintains the fire, and one who monitors the brew’s flavor and consistency and adds herbs or solutions to adjust. You may trade roles at any time during the process, and this is particularly recommended to give the stirrer a break. Only one participant needs to know the Cauldron Brew power, but all must be at least Apprentice Alchemists. Due to the use of a large cauldron, this procedure need not be performed at an Alchemical Lab. Some special locations may grant benefits to brewing with a cauldron, but the procedure can be done anywhere a fire can be safely built, including indoors if the floor is appropriately protected. Expended resources should be placed in a temporary Ash Bin and turned in directly to plot after you are done brewing.
Gather 10 or 20 times the normal ingredients for a particular recipe batch. Any of the brewers may use Batch Process [Alchemy] and/or Mass Production or other powers that normally double a recipe’s yield, but the benefit is replaced with increasing the brew’s batch limit by 10, and no power with the same call may be used more than once with a particular brew. The expiration reduction from Mass Production applies as usual.
Those who Cauldron Brew frequently should be aware that this activity resembles ritual magic enough that spirits are sometimes drawn to it. While you should not normally need to involve a Ritual Marshal in this process, particular conditions may cause it to be required at plot discretion, and wandering spirits may latch on to a brew in progress. Some prefer to Cauldron Brew in private, warded places so that spirits are less likely to notice, while some use special chants to attract, repel, or otherwise influence wandering spirits. Whether these practices work is up for debate.
Incantation: None
Call: None
Target: Special Duration: Instantaneous
Delivery: Ingested Refresh: Long Rest
Accent: None Effect: Special
Quartermasters are often responsible for ensuring that their groups stay well fed. While any good Quartermaster can serve functional food, some develop a talent for meals that inspire. If you serve a meal that you prepared, you may choose one of the following benefits to grant to up to 10 people who consume it. If you cooked the meal using an Enhanced Cookpot, you instead grant both.
If the food is served as refreshments at a party thrown by someone using the Socialite Party Planner power, you may additionally tell the planner: “Explanation: You may use all single-use Party Planner abilities twice at this party.”
Incantation: Focus Quick 100
Call: “Rebuild [Item]”, “Mend to Full”
Target: Shattered Item Duration: Permanent
Delivery: Touch Refresh: Long Rest
Accent: None Effect: Rebuild, Mend
The Quartermaster can perform feats of repair beyond what normal folk could hope to achieve… for a few minutes anyway. The quartermaster sets to work doing whatever repairs can be attempted to a piece of personal equipment, door, or other object smaller than a door. After a Focus Quick 100, call “Rebuild [Item]”. If the repaired item is a Shield, Armor, Door, or other object that can be mended, then call “Mend to Full” on it. The Quartermaster may Rebuild and Mend a number of items equal to their Quartermaster class-level per Long Rest.
Incantation: None
Call: None
Target: Resources Duration: Instantaneous
Delivery: None Refresh: Long Rest
Accent: None Effect: Special
You know the trick of combining small, loose materials into sturdy construction resources. Once per Long Rest, you may convert Ingots, Bloom, or Rare Minerals into Ore, Lumber, or Stone, respectively. The amounts needed are, at base:
Turn your materials in to Staff directly to perform this process. Depending on plot conditions and constructed facilities, you may be able to get a better rate using compressed resource cards, use this power more often by taking an NPC shift, or perform other exchanges not described here.
Incantation: None
Call: “Contain Disaster”
Target: Special Duration: Until Used
Delivery: Special Refresh: Special, Short Rest
Accent: Special Effect: Special
A Forgesource contains the power of creation, and with a little knowhow, it can contain other things. Once per Short Rest, when you would trigger a Hazard while prospecting or a Pollution Call while crafting, you may sacrifice a Forgesource to call “Contain Disaster.” This prevents the hazard from triggering, protecting those around you.
At some point before the end of the event, you may unleash that disaster. Using either a Spell Ball or a thrown weapon representation of a Forgesource, you may throw the effect that would have been triggered. If the contained hazard originally used Voice delivery, (for example, “By My Voice Piercing 5 by Poison”), you may alternatively trigger that effect, but you take the effect yourself as Final.
Incantation: “Expedite Procurement”
Call: None
Target: Self Duration: Instantaneous
Delivery: None Refresh: Immediate
Accent: None Effect: Special
Time is valuable, and you don’t always have a lot. You know how to cut the red tape.
Requires: Greater Tinkering
Incantation: None
Call: None
Target: Equipment Duration: Event
Delivery: Touch Refresh: Short Rest
Accent: None Effect: Special
While maintaining and in some cases constructing weapons is generally within a Quartermaster’s purview, some take things further with experimental modifications. By spending 2 Hourglass turns modifying a piece of manufactured equipment at a Tinker’s Forge, you can add certain benefits that the recipient can use. These benefits last until the end of the event unless otherwise specified. A single piece of equipment may not have multiple modifications.
Incantation: Focus Quick 100, “By the power of my craft, I protect what is precious”
Call: None
Target: Container Duration: Event
Delivery: Touch Refresh: Immediate
Accent: None Effect: Special
You intertwine a container’s protection with a Haven ritual or Ward spell. The container must be hard-walled (a box, not a bag) and must clearly open and close, but can otherwise be of any size that will fit into the haven. Closets are valid Vaults, but not rooms; if it is unclear if a space is a closet or a room, a closet has only one door and no windows. The vault may additionally be locked, trapped, glyphed, or otherwise protected.
To make the vault, you must be inside of a Haven or Ward. Spend a Focus Quick 100 drawing invisible circuits on the faces of the intended container using a Forgesource, then sacrifice the Forgesource and say “By the power of my craft, I protect what is precious.” Attach a card with a Black Key to the container’s lid or door. On it, write: “Can only be moved, opened, or modified by those connected to this Haven/Ward as long as it has charges. Can not be Shattered or removed from this Haven/Ward as long as it has charges. Created by: [your name]. Note that you do not have to be connected to the Haven or Ward in question so long as you are inside of it.
You may create as many Vaults connected to a particular Haven or Ward per event as you wish, but you can only create a vault to which you are entitled to open (such as being able to enter a Haven/Ward). Each additional Vault in a particular Haven beyond the first reduces the maximum amount of “stones” the Haven can hold by five.
Incantation: None
Call: “Resist”, “Counter, Quartermaster’s Bag”
Target: Bag Duration: Long Rest
Delivery: Touch Refresh: Long Rest, Short Rest
Accent: None Effect: Special
Whether you’re a Drimmen Vahg or simply have to carry a lot of stuff, you understand the value of investing in a good bag. You may designate a bag of any size (that you own and can carry) as your Quartermaster’s Bag, and you may change that designation once per Long Rest. The bag gains the following properties: