Crafts Unique Objects

The raw materials for a crafter offer themselves to those who know where to look. You are a maker, a crafter, an inventor, and a builder. You might start out working with wood or metal, but eventually you will master far greater creations. No matter material or technology, you know that you can master it and use it for your own designs.

You likely carry a wide array of tools and spare parts wherever you go. Your work apron is probably a mainstay of your wardrobe, its pockets and loops brimming with the instruments of your trade. Your calloused fingers might be stained with grease that will never come completely clean, but these marks are badges of honor.

Minor Effect Suggestion: Any rolls you make regarding that artifact gain a +1 bonus for twenty-four hours.

Major Effect Suggestion: Any rolls you make regarding that artifact gain a +2 bonus for twenty-four hours.

Tier 1:

Crafter. You are trained in the crafting of two kinds of items. Enabler.

Master Identifier. You are trained in identifying the function of any kind of device. Enabler.

Tier 2:

Tinkerer. If you spend at least one day tinkering with an artifact in your possession, it functions at one level higher than normal. This applies to all artifacts in your possession, but they retain this bonus only for you. Enabler.

Quick Work (3+ Intellect points). One use of any artifact (or one minute of its continuous function) is increased by one level if you use it within the next minute. If you spend 4 additional Intellect points, the use is increased by two levels if you use it within the next minute. Action.

Tier 3:

Master Crafter. You are trained in the crafting of two more kinds of items, or you are specialized in two kinds of items that you are already trained in. Enabler.

Tier 4:

Cyphersmith. All cyphers you use function at one level higher than normal. If given a week and the right tools, chemicals, and parts, you can tinker with one of your cyphers, transforming it into another cypher of the same type that you had in the past. The GM and player should collaborate to ensure that the transformation is logical— for example, you probably can’t transform a pill into a helmet. Enabler.

Tier 5:

Innovator. You can modify any artifact to give it different or better abilities as if that artifact were one level lower than normal, and the modification takes half the normal time. Enabler.

Tier 6:

Inventor. You can create new artifacts in half the time, as if they were two levels lower, by spending half the normal XP. Enabler.

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Crafts Unique Objects

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