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 an 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 the 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 warrior builds 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. Artifice Armor Plating (Artifice | Combat) Effects
Defenses you gain from armor and shields each grant 1 additional box Descriptions
steam-powered absorption plates glowing symbols thick chainmail dragon-scale armor plating Arsenal (Artifice | Combat) Effects
Draw a symbol next to 3 of your inventory slots. Items you place in these slots vanish from reality (but still occupy these slots). No one else can access these items. Whenever you want, you can call any of these items to your person, or make them vanish again Descriptions
a sword appearing in your hand summoning your hammer from the heavens morphin' time Deflect (Artifice | Combat) Effects
At any point, you can break one of your weapons, shields, or armor worth at least 1 treasure to completely avoid a Bad Tale related to being attacked Descriptions
sparks flying when blades clash your ablative armor taking the hit with your shield Dismantle (Artifice | Combat) Effects
You can destroy a personal item, such as a weapon or suit of armor Descriptions
striking a structural weak point breaking it in half matching its vibration frequencies Enchant (Artifice | Combat) Effects
You can give a touched item 1 item trait (max 3) as a temporary trait for several hours Descriptions
etching runes on its surface treating it with magic oils altering its molecular structure War Machine (Artifice | Combat) Effects
You can spend materials to create a war machine with half your XP. It's inert without a pilot. The pilot uses the machine's attributes instead of their own Descriptions
steam-powered gears shining metal smoke billowing from a furnace blinking lights a console Examples
Machines
power armor steam-powered catapult submarine elemental cannon clockwork steed spider tank Materials scrap metal saw blades shields and armor plating rubber tubes copper wires gears gizmos Warhead (Artifice | Combat) Effects
You can spend materials to create a warhead. Once activated, it gathers power for about 1 minute and then explodes, causing massive damage out to a far distance. Only one attempt can be made to disarm it Descriptions
bundle of explosives glowing spell-bomb antimatter emitter napalm tank portable black hole Examples
Gathers Power
ominous humming that grows louder burning fuse running hourglass deep rumbling Materials oil high explosives firing pins wire metal casing unstable chemicals magic runes gunpowder Forge (Artifice | Exploration) Effects
You can spend materials to create a magic item, or improve an existing item. Collaborate on the item's properties. Stronger materials create more powerful items Descriptions
hammering metal at a forge performing the naming ritual imbuing an item with magic Examples
Materials
iron steel mithril metal from a meteorite glowing crystals dragon scales blood oak demon hide Grappling Hook (Artifice | Exploration) Effects
You can pull yourself to a far object, or pull it to you (whichever is more logical). If you or your target is falling, you can use this instantly Descriptions
launching a grappling hook throwing a tether using a web-shooter firing a magnet gun Identify (Artifice | Exploration) Effects
When you examine a magic item, the GM must tell you all of its properties. Then, collaborate on 1 additional property that you discover of unlock Descriptions
reading an item's aura recalling its history noticing tiny details that tell a deeper story Examples
Questions
how is this blade connected to demons? what happens when this shield touches sunlight? Ingenuity (Artifice | Exploration) Effects
Your ability to fix, build, and deconstruct exceeds normal limits. Collaborate on what you're capable of doing Descriptions
tinkering with gears your expert craftsmanship intuitively understanding how it works Mobile Fortress (Artifice | Exploration) Effects
You can spend materials to make a structure mobile. Collaborate on how it moves Descriptions
steering the ship activating a gravity reverser fueling the steam engine triggering magic runes Examples
Mobility
floats on water hovers a few inches off the ground flies rolls teleports to a visible spot at dawn Pocket Plane (Artifice | Exploration) Effects
You have an extradimensional space, which is a miniature universe. Collaborate on its properties. On your turn, you can open or close a portal to it Descriptions
opening a door in the air a floating island in space a featureless room an empty white nothing Examples
Properties
size temperature if there's fresh air appearance dangers flaws how large the portal is Prosthesis (Artifice | Exploration) Effects
You can create a prosthesis and attach it to someone. Prostheses compensate for physical disabilities and can remove permanent conditions such as amputations Descriptions
attaching it through gruesome surgery building it in a workshop collaborating with the recipient Examples
Prostheses
steam-powered arm goggle eyepatch golem leg metal skin plates clockwork heart Tool for the Job (Artifice | Exploration) Effects
You can instantly create an item, which persists as long as it's in your presence. You have 1 rune to spend as if it's treasure to buy item traits for these conjured items. You can sacrifice 1 treasure to give this trait +1 rune. Conjured items refund their runes when their expire Descriptions
conjuring a tool out of nothing creating a sword out of sunlight making a shield out of ice Examples
Items
sword shield suit of armor candle rope chalk water skin hammer nails crowbar pouch hand drill X-Ray Vision (Artifice | Exploration) Effects
You can see through materials. Collaborate on what material you can't see through Descriptions
donning x-ray goggles emitting x-ray pulses peering through a magic gem your eyes changing color Examples
Can't See Through
metal wood magic stone organic matter smooth surfaces things that are green A Thing of Beauty (Artifice | Interaction) Effects
You can make someone obsessed with a visible item worth at least 1 treasure. They gain an overwhelming desire to possess it, or they focus on it while ignoring their surroundings Descriptions
swinging a hypnotic pocket watch showing a glittering gemstone showing how the gears work BEHOLD! (Artifice | Interaction) Effects
You can make everyone believe that an item does something specific, even if it doesn't. They cease to believe if they closely inspect the item Descriptions
using words too big for anyone to understand grandiose threats cackling madly Buyer's Market (Artifice | Interaction) Effects
In addition to what the GM decides is available at every market, shop, or fence you encounter, you can decide 1 additional thing that's in stock Descriptions
having a keen eye knowing the best markets tracking down merchants sending order requests Communicator (Artifice | Interaction) Effects
You can spend materials to create a communicator. Creatures with one of your communicators can communicated with each other Descriptions
handheld device resonating sonic crystals bottled air elementals gizmos linked by ethereal threads Crazy Enough to Work (Artifice | Interaction) Effects
When you explain a plan that is even theoretically possible, it becomes perfectly feasible. The GM can't cite logic, physics, or difficulty as reasons to decrease your rolls to enact the plan. Also, you're bolstered to enact your plan Descriptions
cackling madly created absurdly complicated blueprints using technobabble showing your math Don't Push that Button! (Artifice | Interaction) Effects
If you warn somebody not to do something harmless and they do it anyway, tell a free Good Tale about how they made a terrible mistake Descriptions
using big words to confuse them implying terrible consequences acting like you know a secret It's Dangerous to Go Alone, Take This (Artifice | Interaction) Effects
When you give someone a new or improved item, they're bolstered to use that item Descriptions
use small words to explain how it works giving the right tool at the right moment enchanting it Spark (Artifice | Interaction) Effects
You can give an item sentience. Collaborate on its personality, and if it can move and communicate. It gains XP equal to half your total XP. Its disposition toward you significantly improves Descriptions
inscribing a mind rune enchanting it giving it a true name igniting it with the life spark