The Path of the Artificer
NOTE: This Path is out of date on the rules! They're currently being revised to fit the new system.
Title: Artificer or Enchanter
Attribute: Physical or Mental
Some consider the crafts of the artificer to not be a true magical art, while others see enchanters as people without real magical skill. It is true that those who pursue this Form are not capable of casting spells, but they are more capable of crafting items of truly wondrous power, which can be used by any and all who would request the skills of this craft. Then again, it may be the very fact that anyone can use the tools of the artificer which upsets your typical sorcerer.
Most members of this path believe that they are not as appreciated as they should be. While most sorcerers weave pretty spells, they rarely produce anything of lasting value. From the clockwork golems of Anansie to the formidable war machines of Tarantis, the people who follow this path have left their mark upon the pages of the history books.
- 1 Form Benefits
- 2 Skills Used
- 3 Building the Project
- 4 Enchanting Versus Artificing
- 5 Walk Through
The character has a base Build Pool equal to the character's Might. The character may attempt to increase this Build Pool when finishing a Project beyond the character's normal capabilities. Each +1 to Base Difficulty and to Essence Cost grants the character one additional Build Point. The character can increase the Difficulty and Essence cost in this manner a number of times equal to the character's Might.
The character can not cast Spells. The character either creates Artifacts, building them with physical materials, or the character performs Enchantments, laying Spells or Effects upon a person or object for extended periods of time. To place Spells into a Project, the character must know the School for the Spell being used. The principles of this Path are unique, and can not be combined with other Forms of Sorcery. Because the character can not cast Spells, Nesting is useless for purposes of constructing a Project, but the Talent is useful for creating Spell Effects which are to be used by the Project or those who are going to use the Project.
The character's style for this Path is determined by the character's Specialties. To properly use this Form, the character should have Artistry, Craft, Lore, and Profession with the Specialty of either Artificing or Enchanting. The character decides which Skill is being used for the Casting Roll. The Skill chosen is then used to determine the benefits for Project Time, Essence Cost, and Resource Cost.
Building the Project
To construct a Project, the character spends points using the Project Creation Chart, and the Conjuring Chart. Points spent determine the Build Cost of the Project. Each aspect of the Chart can be taken more than once, but the character is limited to a number of times equal to the character's Might, or half the character's Might for Talents, Powers, or Gifts. For things which require a Growth calculation, the Growth of the character is used.
Properties marked with an (*) for Cost are cursed, causing a disadvantage to the person using the item. If this is intended as an offensive ability which can aid the person who intends to use it, the cost is made positive instead. For example, a gauntlet which reduces the Soak of the wearer is a bad thing (and reduces the Build Cost). A collar which reduces the Soak of a prisoner is a good thing (and increases the Build Cost).
An Artifact has a base Bulk equal to the number of Properties + Size. The character may reduce this Bulk by 1 for each +1 the character adds to the Build Cost or can increase the Bulk by +1 to reduce the Build Cost by 1. This can be done a number of times equal to the character's Might. Enchantments do not have a Bulk.
The Base Difficulty of the Project is equal to the number of Build Points spent, +5 if the character is creating an Enchantment. For each +1 Difficulty the character accepts, the Project Time is reduced by one hour. The character can reduce the Project Time depending on which Skill is used for the Casting Roll. If the character uses Craft, the maximum reduction is equal to the character's Might. If it is any other Skill, the maximum reduction is equal to Half Might.
The Essence Cost of working on the project is equal to the number of Properties being applied to the Project, +5 if the character is creating an Enchantment. The character may increase the Project Time to decrease the Essence Cost. For each hour added to the Project Time, the Essence Cost can be reduced by one. If the character uses Craft, the maximum reduction is equal to the character's Might. If it is any other Skill, the maximum reduction is equal to Half Might.
The Time for a Project is equal to the Base Difficulty in hours. The character can increase the Difficulty to reduce the Time of the Project, or can reduce the Essence Cost of the Project by increasing the Time. Each +1 hour reduces the Essence Cost by one, while each +1 Difficulty reduces the Project Time by one. If the character uses Craft, the maximum reduction to Time or Essence is equal to the character's Might. If it is any other Skill, the maximum reduction to Time or Essence is equal to Half Might.
Number of Uses
Most Projects are of temporary. A One-Use Project is an Artifact or Enchantment which is activated once, then discarded. Such things have a reduced Base Difficulty and Base Essence Cost to craft equal to Half Might, which cuts down on the Project Time and Resource Cost of the Project. Limited Use Projects are the standard. The Potency of the Casting Roll determines how many uses the Project has before the Enchantment or Artifact breaks, no longer of any use. The Difficulty and Essence Cost of the Project is not adjusted. A Permanent Project has a DP Cost, which can be split between the caster and the person that the Project is being designed for. This DP Cost is paid only if the Project is successfully completed. The character must still have the Permanency Talent to make a permanent Project. The DP Cost of the Project is equal to half the Project's Base Difficulty.
Artifacts or Enchantments may be sacrificed for a new project. The DP Cost of the new Project is reduced by half the DP Cost of the completed Projects which is being sacrificed. Thus, discovered Artifacts or Enchantments can be broken down to fuel the new Project.
Projects have a Resource Cost equal to the Modified Difficulty. Creating an Artifact or Enchantment is a Resource Roll, and the Successes on the Casting Roll reduce the Cost of the Project. The Skill used for the Project determines how effectively the character can reduce the Resource Cost (see The Casting Roll).
The Hardness of the Artifact is determined by the base material being used. If the material is significant, such as a mystical material, than the Cost Modifier for the material is added to the Cost of the Artifact being constructed. If multiple significant materials are being used, each material adds to the Cost.
If the character has specifically crafted an item with the intent of using the item for an Enchantment, the Difficulty of the Enchantment is reduced by the character's Might. If the item is appropriate to the Enchantment the character is placing on it, the Essence Cost of the Enchantment is also reduced by the character's Might. Whether or not an object is 'appropriate' is for the game master to decide. A sword enchanted with combat augmenting effects is 'appropriate', but an amulet which augments a character's skill with the sword is most likely not.
Physical Constructs and Manifested Constructs
An Artificer can construct physical or manifested constructs (see Conjuring). Once the construct has been built, they may then augment it using their Build Pool. Once the framework of the Construct is 'Conjured' (built), the Artificer may augment it using their Build Pool. The final Cost is determined by adding the Conjuring Pool to the Build Pool. If the artifact is one-use, it will remain functional until dawn/dusk as per Conjuring. Otherwise it can be activated a number of days equal to the uses given to the Construct.
The Casting Roll
The character uses the Mental Attribute for the Casting Roll if they are Enchanting, or the Physical Attribute if they are Artificing. The character may use their Artistry, Craft, or Profession Skill as part of the roll.
Artistry The character is working on a piece of art. The character can create an inspiring or popular piece of art, increasing the Difficulty of the project by the Difficulty mentioned in the Skill. The Cost of the Project is reduced by half the Potency of the Casting roll.
Craft The character works on the project with an eye on efficiency, being able to schedule the project as desired for purposes of Time and Essence. The Cost of the Project is reduced by half the Potency of the Casting roll.
Profession The character knows how to find the best bargains when dealing with costs. While the project may take longer in terms of Time, and may take more out of the character, Essence-wise, the Cost of the Project is reduced by the Potency of the Casting roll.
A Project will always cost at least 1 Essence to create, and will always take at least one hour to complete. The Resource Cost can not be reduced below one third of the original Resource Cost.
|Project Creation Chart||Cost|
|* •Per +1 or -1 Size||1|
|Skills (Per Skill)|
|•+1 Die Bonus||1|
|•+1 Additional Success||2|
|•+1 Minimum Success||4|
|•+1 Difficulty||-1 *|
|•-1 Success||-3 *|
|Attribute (Per Attribute)|
|•+1 Die Bonus||3|
|•+1 Additional Success||4|
|•+1 Minimum Success||6|
|•+1 Difficulty||-3 *|
|•-1 Success||-5 *|
|Hardness and Soak|
|•-1 Hardness||-1 *|
|•-1 Soak||-1 *|
|•-1 Damage||-1 *|
|Talents and Powers|
|•Transfers to Owner||2|
|•Removes Talent||-1 *|
|•Transfers to Owner||3|
|•Removes Power||-2 *|
|•Reduce Essence Cost||1 / -1 Cost|
|Spells and Gifts|
|•Uses Spell||Base Essence Cost|
|•Reduce Essence Cost||1 / -1 Essence Cost|
|•Uses Gift||Attribute Requirement|
|•Reduce Cost||1 / -1 Cost|
|•Ranged Attack||Range / 10|
|•1 or 2 Handed||1|
|•Provides Defence (Shield)||1 / +1 Defence|
|•Provides Soak (Armour)||1|
Enchanting Versus Artificing
Artificing is the art of creating objects of power. The character can use Artificing to make nearly anything that can be imagined. Enchanting is the art of placing powers upon an object or a person, gifting them with mystical might. The difference between the two is simple: Artifacts can be lost, stolen, or destroyed. Enchantments are imbued upon something and can not be transferred or taken away. An Artifact has a versatility to it that Enchantments do not, but Enchantments have a security to them which Artifacts do not.
Another view of the difference between Enchantment versus Artifact is that creating an Artifact is more of a 'science', while Enchanting is more of an 'art'. A character who uses Artificing may see themselves as a master of Science, and in effect, they may be right, as a completed Artifact does not necessarily possess the 'signature' of magic upon it. Enchantment, however, is very much a magical art, and a character who uses Enchanting is drawing upon magical energy to complete their task.
A character who takes this Form of Sorcery is allowed to pursue both Paths, of course. There is no restriction on how the character sees their craft.
- Determine Build Pool
- Not enough Build Points? Increase Cost and Difficulty for more!
- Choose Skill for Casting Roll (Artistry, Craft, or Profession)
- Choose Properties
- Determine Bulk: (0 or # of Properties + Size)
- Determine Difficulty: (# of Build Points Used, +5 if Enchantment)
- Determine Essence Cost: (# of Properties, +5 if Enchantment)
- Determine Project Time: (Difficulty in Hours)
- Determine Number of Uses: (One-Shot, Limited, Permanent)
- Modify Essence Cost: (+1 Project Time = -1 Essence Cost)
- Modify Project Time: (+1 Difficulty = -1 Project Time)
- Determine Cost: (Modified Difficulty)
- Enchantment Modifiers? (Yes? No?)
- Casting Roll: Physical (Artificing) or Mental (Enchanting)
- Reduce Resource Cost with Potency (Profession) or Half Potency
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