The Artisan



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The Golden Fleece, Mjölnir, and the Chandrahas are all divine creations made for the gods, but it was the Artisan among them who crafted such wonders. You are the one who shapes the threads of Fate into works of art, weapons, armor, and devices useful to you, your Weave, and your Pantheon. Stand back, eye protection on: it's time to craft.

Playbook Moves
The Artisan receives 3 Playbook Moves.

Assistant
You have a mortal assistant who is aware of the supernatural. Name and describe them. If they die or move on from your service, cross this out and take an Advancement.


 * GIFTED: If you have the Automaton gift, it can also be your Assistant- a tireless, self-aware machine.

Brew Master
You carry 3 Stock. Spend Stock to brew a potion in a few minutes. It must be consumed right away, and is single dose. No sharesies, sorry. Spend Stock to heal that much Harm, or brew a potion like the ones below. Effects last for the scene. When you resupply your stock, roll 2d6 + Judgement and spend a scene gathering materials.


 * On a 10+ refresh 3 Stock.
 * On a 7-9 refresh 2 Stock, OR take 1 Harm, ignoring armor, to refresh 3 Stock.
 * On a 6- take 0 to 3 Harm, and refresh that amount of Stock.
 * GIFTED: If you have the Alchemical Texts gift, you can carry 5 Stock with you.

By My Own Hand
When you SMITE YOUR ENEMIES with an Epic Weapon that you made, you can use Mettle instead of Prowess. If you do, you must choose Exchange Harm.

Crafty
When you modify a device, describe what it should do by picking 2 Features and 2 Bugs from the lists below. When the device has been defined roll 2d6 + Mettle.


 * On a 10+ keep 2 Features and no Bugs.
 * On a 7-9 keep 1 Feature and 1 Bug.
 * On a 6- keep 2 Bugs, no Features, and then duck.
 * GIFTED: If you have an Epic Tool gift for the job, roll with Fate's Favor.

Deus Ex Machina
Roll 2d6 + Judgement when you touch a device to project your will into it. On a hit, you can control it. You remain in a trance until you withdraw or can't touch the device.


 * On a 10+ take +1 ongoing to use the object while inhabiting it.
 * On a 7-9 you can use the object as if an expert were operating it.
 * GIFTED: If you have the Divine Intellect gift, you retain consciousness while inhabiting the object.

Driver
Vehicles speak to you. They share their deepest hopes and dreams, and you make them reality. You roll with Fate's Favor to pilot any vehicle from chariot to space shuttle.

Mentor
Someone helped you get this far. Note their area of expertise (magic, artifacts, monsters, etc). If they die, or you move beyond needing their help, cross out this move and take an Advancement.

Workshop
You have a work space specific to the types of things you know how to make. Describe its attributes.


 * Pick 3 Facilities:
 * Alchemical resupply
 * Fine tools
 * Heavy tools
 * Hidden
 * Mobile
 * High tech tools
 * Vast library
 * Pick 2 Hindrances:
 * Dangerous to use
 * Expensive fuel
 * Disorganized space
 * Hunted
 * Hard to get to
 * Supernatural clients show up
 * GIFTED: If you have the Bottomless Bag gift, check "Mobile workshop" for free. Step into the bag to access your workshop.
 * SPINDLE: If your Workshop is part of The Spindle, choose an additional Facility and Hindrance. Explain why the events of your Binding caused this.

Zoom and Enhance
Roll 2d6 + Mettle to improve any device someone else is using for the scene.


 * On a 10+ they get a +1 ongoing using it for the scene.
 * On a 7-9 they get a +1 forward the next time they use the item.