If you are worth your salt, you will have a wide gamut of abilities available to you when it comes to crafting… Let’s be honest; as artificers we craft because we love crafting and we enjoy our own personal touch added to everything we’re making.

peaches able, artificer

The below skills are all categorised as Academic skills – designed to allow a character to perform crafting feats and also apply their character’s knowledge of the game seamlessly into the world.

Most of the crafting skills will require you to use a tablet that you will be issued by the system at the start of your event and MUST be returned to the system at the end of the event.

The amount of times each skill can be purchased will vary based on your archetype. Refer to your OCS and ensure that you do not have more purchases than the ‘Max Buy’ column!


Tier One

Crafter Rank 1: Choosing from Artisanry, Engineering, Alchemist or Artificing. 

  • EDV: 2/3/4/5 Respective as above

Description: At the start of an event the character is issued with a Cerebration Device and allows them to interact with Feat Sheets, Craft in or attempt Skill Squares to Draft Schematics for their chosen field of expertise. 

Each buy adds one suit to the chances for success starting at Spades and then adding Hearts and then diamonds; clubs is always a failure. Alternatively you can choose to add a specialisation, from the following list, to your repertoire chosen at the time of purchasing this skill. These specialisations are specifically geared toward interfacing with products that have been produced by someone else that you must interact with.

  • Ancient – This product is very old and difficult to utilise or change with your new fangled ways.
  • Damaged – This product is damaged or spoiled to an extent that you are struggling to reinvigorate or integrate with it
  • Another Crafters Product – This was made by someone with their very own twist on the product in front of you and seems to be tricky to work with.

Lore Adept

  • EDV: 2
  • Available at Tiers 1, 2, and 3.

Each buys adds one suit to the chances for success on Lore Feat Sheets starting at Spades, and then adding Hearts and finally Diamonds. Clubs is always a failure. You can now also choose to “spend time” to complete the Lore Feat Sheet rather than doing a skill check.

Lore

  • EDV: 1

Gain a single standard Lore or a speciality Lore at Ref’s discretion. This also means that you negate the environmental modifier on the Lore Feat Sheet if it has the specific Lore bought listed.


Tier Two

Crafter Rank 2: Choosing from Artisanry, Engineering, Alchemist or Artificing. 

  • EDV: 2/3/4/5 Respective as above

Description: At the start of an event the character is issued with a Cerebration Device and allows them to interact with Feat Sheets, Craft in or attempt Skill Squares to Draft Schematics for their chosen field of expertise. 

Each buy adds one suit to the chances for success starting at Spades and then adding Hearts and then diamonds; clubs is always a failure. Alternatively you can choose to add a specialisation, from the following list, to your repertoire chosen at the time of purchasing this skill. These specialisations are specifically geared toward interfacing with products that have been produced by someone else that you must interact with.

  • Ancient – This product is very old and difficult to utilise or change with your new fangled ways.
  • Damaged – This product is damaged or spoiled to an extent that you are struggling to reinvigorate or integrate with it
  • Another Crafters Product – This was made by someone with their very own twist on the product in front of you and seems to be tricky to work with.

Tinkerer

  • EDV: 4
  • Availability: Tier 2+
  • Prerequisites: Must have spent at least 3 endeavour on crafting skills.

The character may now repair any item they have the appropriate skill to do so without the need for a schematic and may, instead, request a Skill Square number from their ref.

Know It All

  • EDV: 2
  • Pre-Requisites: 5 Lores and 1 buy of Lore Adept
  • You can buy a Bundle of Lore which grants all of the Lores / remaining Lores within a Bundle.

Tier Three

Crafter Rank 3: Choosing from Artisanry, Engineering, Alchemist or Artificing. 

  • EDV: 2/3/4/5 Respective as above

Description: At the start of an event the character is issued with a Cerebration Device and allows them to interact with Feat Sheets, Craft in or attempt Skill Squares to Draft Schematics for their chosen field of expertise. 

Each buy adds one suit to the chances for success starting at Spades and then adding Hearts and then diamonds; clubs is always a failure. Alternatively you can choose to add a specialisation, from the following list, to your repertoire chosen at the time of purchasing this skill. These specialisations are specifically geared toward interfacing with products that have been produced by someone else that you must interact with.

  • Ancient – This product is very old and difficult to utilise or change with your new fangled ways.
  • Damaged – This product is damaged or spoiled to an extent that you are struggling to reinvigorate or integrate with it
  • Another Makers Product – This was made by someone with their very own twist on the product in front of you and seems to be tricky to work with.

Bind Artefact

  • EDV: 2
  • Prerequisites:Artificer 2 

The character may now bind or unbind an artefact to an individual.

Capable Crafter

  • EDV: 5

At the start of every skill square the character always has a specific shape that is the same each time and costs nothing in material specific to craft type.

Deft With (Material)

  • EDV: 5

The character gains 1 additional shape when they draw with this specific kind of material. May only be bought with one type of material. This applies once regardless of the amount of the material used.

Handy With (Crafting Type)

  • EDV: 3
  • Availability: Tier 3+

Character may Halve the printed time on any Skill Square of the specified type.


Tier Four

Crafter Rank 4: Choosing from Artisanry, Engineering, Alchemist or Artificing. 

  • EDV: 2/3/4/5 Respective as above

Description: At the start of an event the character is issued with a Cerebration Device and allows them to interact with Feat Sheets, Craft in or attempt Skill Squares to Draft Schematics for their chosen field of expertise. 

Each buy adds one suit to the chances for success starting at Spades and then adding Hearts and then diamonds; clubs is always a failure. Alternatively you can choose to add a specialisation, from the following list, to your repertoire chosen at the time of purchasing this skill. These specialisations are specifically geared toward interfacing with products that have been produced by someone else that you must interact with.

  • Ancient – This product is very old and difficult to utilise or change with your new fangled ways.
  • Damaged – This product is damaged or spoiled to an extent that you are struggling to reinvigorate or integrate with it
  • Another Makers Product – This was made by someone with their very own twist on the product in front of you and seems to be tricky to work with.

Automation

  • EDV: 2
  • Prerequisite: Engineer or Artificer 3

Through the use of cunning devices you are able to automate processes you know well. The crafting time for any schematic which you have completed previously is halved which works with the skill handy with.

Carbonation

  • EDV: 2
  • Prerequisites: Alchemy 3

Your advanced understanding of bottling techniques allows for more delicious and efficacious potions which stay within the body for longer. Your potion effects automatically activate a second time (at the next Rollover or when applicable).

Magical Machines

  • EDV: 2
  • Prerequisites: Artificer or Engineer 3 

You can blend the flow of magic with the power of steam. Any engineering or artificery  (one or t’other – not both) schematic you create lasts one scene longer than it normally would.

Mass Production

  • EDV: 2
  • Prerequisites: Artisan 3

You can automate the production of standard arms and armour. Any schematic you complete to craft these produce twice the number of materials. You expend twice the number of materials when doing so.

Master Artisan

  • EDV: 2
  • Prerequisites: Artisan or Engineer 3

Choose any one fully mundane item you can craft when purchasing this skill. You halve the standard crafting time when crafting that item and automatically succeed at the skill square to create and repair it. You still spend the necessary materials.

Master of Philosophy

  • EDV: 2
  • Prerequisites: Artificer 3

You truly understand the nature of magical materials and how they interact with and infuse the natural world. Once per day you can double the output when converting one material into another.

Thaumaturgical Arms

  • EDV: 2
  • Availability: Tier 4+
  • Prerequisites: Tinkerer

You know well the secrets of binding power to the mundane. You may Repair any magical weapon or armour as though you had the schematic.

Wyrd Etchings

  • EDV: 2
  • Availability: Tier 4+

You can infuse mundane equipment with your alchemical concoctions. If you spend 5 minutes preparing the equipment with 5 doses of your desired tincture the wearer or wielder may then receive the effect instantaneously once per day at their command. Alternatively, it may be delivered via weapon blow.

Deft With (Material)

  • EDV: 5

The character gains 1 additional shape when they draw with this specific kind of material. May only be bought with one type of given material. This applies once regardless of the amount of the material used.


Tier Five

Crafter Rank 5: Choosing from Artisanry, Engineering, Alchemist or Artificing. 

  • EDV: 2/3/4/5 Respective as above

Description: At the start of an event the character is issued with a Cerebration Device and allows them to interact with Feat Sheets, Craft in or attempt Skill Squares to Draft Schematics for their chosen field of expertise. 

Each buy adds one suit to the chances for success starting at Spades and then adding Hearts and then diamonds; clubs is always a failure. Alternatively you can choose to add a specialisation, from the following list, to your repertoire chosen at the time of purchasing this skill. These specialisations are specifically geared toward interfacing with products that have been produced by someone else that you must interact with.

  • Ancient – This product is very old and difficult to utilise or change with your new fangled ways.
  • Damaged – This product is damaged or spoiled to an extent that you are struggling to reinvigorate or integrate with it
  • Another Makers Product – This was made by someone with their very own twist on the product in front of you and seems to be tricky to work with.

Deft With (Material)

  • EDV: 5

The character gains 1 additional shape when they draw with this specific kind of material. May only be bought with one type of material. This applies once regardless of the amount of the material used. This may only be purchased once per material.

Reticulating Splines

  • EDV: 2
  • Prerequisites: Artificer 3

Your artifice reflects certain bizarre and unorthodox choices that make sense only to you. Attempts by other artificers to dismantle or replicate your designs without your assistance present are at -2 suits. This is of course countered via “Another Makers Product” specialisation.

Maker’s Mark

  • EDV: 2
  • Availability: Tier 5
  • Prerequisites: Any Crafting Skill at 3

Your Name is so entwined with the power of creation that if you place it upon your work it becomes harder for others to interfere with. Your Name is now a Support Word which you may choose to bind for free to any item you create. If you do so, attempts to influence that creation magically are at +10 magnitudes.

Last updated byHolly Goodall