Requires 5 Ranger levels and 5 Wizard levels. Artificers draw their power from Arcana, though they tend to imbibe their magical prowess with the technology of the day, making them formidable both physically and technologically. They can construct an Iron Defender to fight alongside them, which gains a new ability every 5 levels. Artificers specialize in Enchantments, along with Crafting Weapons/Tools and Hardware: Machinery. Though some like to get their hands dirty in combat, most prefer to build Ranged weapons to attack with, and let their Defender take the brunt of damage.
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | A12 | Enhance Capacity | 24 act | 24 actions. You increase an object's Enchantment Capacity (EC) by 1 level. This is irreversible. The object is now considered a magical device. Upgrades:
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| 12 | B12 | Magical Literacy | Passive | Passive. You can use your Linguistics instead of Enchantments when using a magical device like weapons or scrolls. |
| 13 | A13 | Homing Missiles | 3 act | 3 actions. You touch a Ranged weapon. This weapon automatically grants +10 Bonus Ranged Attack. Lasts 5 turns. Enchantments. |
| 13 | B13 | Scribe | X | X actions. Requires writing materials and paper. You may use either Enchantments or Arcana to inscribe a spell into a sheet of paper. Magic can only be infused onto a physical sheet. Inscribing the spell requires a roll of (Spell Level x1.25) or higher, and takes 1 (+ Spell Level) minutes. Arcana/Enchantments. |
| 14 | A14 | Touch Of Mastery | 3 act | 3 actions. You touch a weapon. This weapon's attacks may roll for Light Attack, Heavy Attack, Ranged Attack, or Finesse Attack. Lasts 10 turns. Enchantments. |
| 14 | B14 | Attunement | 6 act | 6 actions. You remove a magical item's enchantment, storing it within yourself (it does not affect you). You may then use this ability later to store the enchantment in a non-magical item. You have an Enchantment Capacity of 3. Must roll 18+ Enchantments. Upgrades:
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| 15 | A15 | Blade Barrier | 6 act | 6 actions. You summon a wall of whirling blades that surround the perimeter of a 4x4 area. Anyone who moves through this barrier instantly takes 7d12 damage. Lasts 4 turns. Arcana vs Fortitude. |
| 15 | B15 | Infusion | X | X actions. You infuse a non-magical item with a spell. Once per battle, the item is able to cast this spell free of actions. Only 1 spell can fit within an item. Casting time for this spell is 12 actions + (2 x Spell Level). Enchantments. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 12 | D12 | Blast Rod | X | X actions. You deal 1W damage to a target. If your attack was ranged, an electric bolt jumps to another target within 5 spaces and deals 2d10 lightning damage to them (doubled if Armor above 7). Ranged Attack vs Reflex. |
| 12 | E12 | Double Shot | Passive | Passive. Your Ranged attacks now deal 2W damage and use up 2 ammunition. Ranged Attack vs Reflex. |
| 12 | F12 | Artisan | Passive | Passive. You gain +3 Base Weapons/Tools Crafting, and have critical success on a roll of 19-20. Upgrades:
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| 13 | D13 | Conjure Ammunition | 24 act | 24 actions. You summon 100 arrows, bolts, or bullets. This can only be used once per day, and the ammunition vanishes at the end of the day. Arcana. |
| 13 | E13 | Disintegrate | 6 act | 6 actions. You touch an object to turn it to dust. If it is a weapon, the one wielding it is Disarmed. If it is armor, the one wearing it loses its benefits. Arcana vs Will. |
| 13 | F13 | Cut Corners | Passive | Passive. Crafting weapons requires -1 of each material, down to a minimum of 1. |
| 14 | D14 | Ion Cannon | 6 act | 6 actions. Launches an Ion Pulse at a spot within 10 spaces. When the Ion Pulse lands, it deals 4d6 damage to everyone within 1 space. This damage bypasses 8 Armor. Ranged Attack vs Reflex. |
| 14 | E14 | Triple Shot | Passive | Requires Double Shot.
Passive. Your Ranged attacks now deal 3W damage and use up 3 ammunition. Ranged Attack vs Reflex. Requires: Double Shot |
| 14 | F14 | Weapon Link | 12 act | 12 actions. You magically fuse a weapon/tool with any other physical item, bonding them to create a new effect when it is used. This fusion is permanent unless the weapon is destroyed. Enchantments. Upgrades:
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| 15 | D15 | Tactical Detonation | X | X actions. Launch a missile that latches onto your targeted surface and activates. On any turn after it has been activated, you may detonate it, dealing 4d12 fire damage to everyone within 3 spaces of it. Ranged Attack vs Reflex. |
| 15 | E15 | Reconstruct | 18 act | Requires Disintegrate.
18 actions. A broken object you touch magically reassembles itself, no matter how bad the damage. This can be used on enchanted items, but will not restore the magic. Enchantments vs Will. Requires: Disintegrate |
| 15 | F15 | Technomancy | 60 act | 60 actions. You build one of the following magical tools. Each tool has weight, connects to other structures easily, and is activated with a switch: Fan: 3 Steel. When activated, creates a 1x5 stream of wind strong enough to knock people prone. Hover Disk: 5 Steel. A 1x1 platform. When activated, levitates vertically (1 space per 2 actions) at the user's will. Light: 3 Steel. When activated, shines a bright 1x20 cone of light. Rocket: 2 Steel. When activated, launches away at 3 spaces per action. Lasts 12 actions, then implodes harmlessly. Spring: 3 Steel, 2 Wire. A 1x1 platform. When activated, launches the user up to 20 spaces away. Stabilizer: 1 Steel. When activated, immediately uprights itself and prevents any connected structures from being knocked prone. Stake: 2 Steel. When activated, phases through any material. When reactivated, stays put, no matter what weight it bears. Steering Gear: 5 Steel. When activated, allows user to pilot structure like a vehicle. Wheel: 2 Rubber. When activated, spins at the user's desired speed. Must roll 23+ Weapons/Tools Crafting and 23+ Enchantments. |
| 16 | D16 | Sidearm | 24 act | 24 actions. Combine 2 weapons you are carrying into 1. Switching between them costs no actions, and if you are Disarmed, you simply switch to the next weapon. You must roll again if you wish to safely separate the weapons. Hardware: Weaponry. |
| 16 | E16 | Quadruple Shot | Passive | Requires Triple Shot.
Passive. Your Ranged attacks now deal 4W damage and use up 4 ammunition. Ranged Attack vs Reflex. Requires: Triple Shot |
| 16 | F16 | Turret | 12 act | 12 actions. Convert a Ranged weapon of yours into a Turret and deploy it on an adjacent space. This will consume 20 rounds of whatever ammunition the weapon uses, and you may restock it for 1 action any time you are adjacent to it. The Turret fires at the closest target within 10 spaces. It has HP equal to your Base Hardware: Weaponry score and 2 Armor. You may use a Weapon action to recall it, but if it is destroyed first, you lose any ammunition that it was stocked with. Lasts until recalled, destroyed, or the end of battle. Hardware: Weaponry. |
| Lvl | Cell | Ability | Cost | Rules |
|---|---|---|---|---|
| 11 | I11 | Iron Defender | 600 act | 600 actions. Constructs a mechanical creature that does your bidding. Their Stats are based on your own Skills: HP = Base Crafting Armor/Clothes x4 Armor = Base Crafting Armor/Clothes Fortitude = Base Hardware: Machinery Reflex = Base Hardware: Vehicles Will = Base Software Light Attack = Base Crafting Weapons/Tools Other Stats will ultimately be determined by what form you build your companion in. While your Defender is next to you, you may use Hardware: Machinery to "repair" it. Must roll 20+ Weapons/Tools Crafting and 20+ Enchantments. |
| 12 | I12 | Defender Upgrade 1 | 600 act | Requires 13 Weapons/Tools Crafting and 13 Enchantments.
600 actions. Choose 1 Upgrade:
A/V Link: You may see and hear what your Defender does, at the cost of your own senses. You can use this ability whenever.
Defense Array: Your Defender uses 4 actions to give itself a shield of 20 Temp HP. Lasts 5 turns or until depleted.
Extra Sensors: Your Defender can take the higher of 2d20 Detection rolls.
Grappler: Your Defender has hooks attached. Its basic attacks will now grapple its target, holding them in place. Hardware: Weapons/Tools vs Fortitude.
Harness: Riding atop your Defender no longer requires a Piloting roll.
Locomotive Adaptation: Your Defender's Acrobatics score is doubled.
Power Build: Your Defender's Athletics score is doubled.
Reach: The range of your Defender's attacks is doubled.
Reinforcement: 4 actions. If next to you, you reinforce your Defender with 10 (+ Base Crafting: Vehicles) Temp HP. Lasts until depleted or end of battle.
Reserves: Your Defender uses 4 actions to heal itself for 1d8 HP.
Tension Springs: Your Defender gain 2 Move actions per turn.
Hardware: Machinery. Requires: 13+ Weapons/Tools Crafting and 13+ Enchantments |
| 13 | I13 | Advancement 1 | 600 act | 600 actions. Choose 1 Upgrade from a previous list. |
| 14 | I14 | Defender Upgrade 2 | 600 act | Requires 16 Weapons/Tools Crafting and 16 Enchantments.
600 actions. Choose 1 Upgrade from here or a previous list:
Charge Attack: If your Defender moves 3 spaces, they may make a basic attack free of action costs.
Cloaking: Your Defender may spend 4 actions to become invisible. Lasts 10 turns.
Clockwork Brain: Your Defender's Intelligence skills are set to 1. It can speak 1 language and functions akin to a young human.
Exoskeleton: Your Defender gains +3 Armor, but -1 action per turn and -6 Stealth.
Flame Spout: Your Defender may spend 3 actions to blast fire at a target within 2 spaces. The fire deals 2d10 damage (2/3 ignition chance). Hardware: Weaponry vs Fortitude.
Grease: Your Defender may spend 2 actions to spill grease everywhere within 3 spaces. Everyone else in the area is flammable. Allies gain +2 Move actions and enemies suffer -2 Move actions. Lasts 5 turns.
Overload: Your Defender may spend 3 actions to blast lightning at a target within 2 spaces. The bolt deals 2d10 damage (doubled if Armor above 7). Hardware: Weaponry vs Fortitude.
Rapid Attack: The action cost of your Defender's basic attacks is reduced by -1, to a minimum of 1.
Relentless: If your Defender reaches 0 HP, they reload and are brought back to 1 HP. Works once per day.
Size Up: Your Defender becomes larger by 1 Size type. Its HP will be affected accordingly.
Smoke Screen: You Defender may spend 5 actions to release a cloud of thick smoke that covers everyone within 20 spaces. Everyone in this fog is considered blinded except for your Defender. Lasts 6 turns or until blown away.
Super Sensor: Requires Extra Sensors. Your Defender automatically senses all hidden objects within 6 spaces.
Hardware: Machinery. Requires: 16+ Weapons/Tools Crafting and 16+ Enchantments |
| 15 | I15 | Advancement 2 | 600 act | 600 actions. Choose 1 Upgrade from a previous list. |
| 16 | I16 | Defender Upgrade 3 | 600 act | Requires 20 Weapons/Tools Crafting and 20 Enchantments.
600 actions. Choose 1 Upgrade from here or a previous list:
Advanced Defense: Choose 1 damage type (Bludgeoning, Piercing, or Slashing). Your Defender gains +8 Armor against this type of attack.
Hair Trigger: Your Defender gains +10 to Initiative rolls.
Magical Warding: Your Defender gains +5 Bonus Will, and lasting harmful spells on it last -1 turn.
Overdrive: Your Defender may spend 1 action to go into Overdrive. It gains +3 Move actions and an Attack action (free of action cost) for every Move action made. Lasts 3 turns. Afterward, it loses 5 actions per turn for 5 turns.
Rev Up: Your Defender may spend 6 actions to emit a roar, dealing 1d8 damage to everyone within 2 spaces and causing Muted and Deafened on them for 1 turn. Hardware: Weaponry vs Will.
Spark Of Intellect: Requires Clockwork Brain. Your Defender now matches your Intelligence skills, and is proficient at all languages you are.
Hardware: Machinery. Requires: 20+ Weapons/Tools Crafting and 20+ Enchantments |
| 17 | I17 | Advancement 3 | 600 act | 600 actions. Choose 1 Upgrade from a previous list. |