Artifice

Combat

Demolition Charge • Slow Action

Describe how you create an item → Create a bomb and determine the trigger condition. When activated, it charges obviously and ominously for less than a minute (runes appear, a clock counts down, it glows red-hot, etc ) and then explodes, annihilating structures and brutally maiming creatures (or worse). Work with the GM to determine the explosion size.

Dismantle • Passive

Your attacks ignore block.

When you spend advantage on an attack and deal damage, shatter the target.

Gear Up • Action

Describe how you summon battle gear → Summon and equip, or dismiss your battle gear (armor, weapons, ammo, etc). Choose one option for the rest of combat:

Upgrade Armor • Slow Action

Describe how you modify armor → Give the armor 1 of the bonuses below. You can have up to 3 enchantments active at a time.

Upgrade Weapon • Slow Action

Describe how you modify a weapon → Give the weapon 1 of the bonuses below. You can have up to 3 enchantments active at a time.

Exploration

Forge • Slow Action

Describe how you create an item → Expend crafting materials and work with your GM to create a magic item. More powerful materials and more cinematic crafting conditions (forged in a volcano, named during an eclipse, blessed by a deity, etc) lead to stronger items.

Grappling Hook • Move/Interrupt

Describe how you reach for a distant object → Pull yourself to a target within a far distance, or pull it to you (whichever is more logical). If you or your target is falling dangerously, you can use this immediately (even if it isn’t your turn).

Identify • Passive

If you can see an item, the GM must honestly answer 1 of your questions about it.

If you examine an item, the GM must honestly answer all of your questions about it.

Ingenuity • Passive

Increase all rolls you make to build, deconstruct, and fix.

Pocket Plane • Passive

You have a miniature parallel universe about the size of a two-story house (relative to your size). Open a portal to it as an action; store and retrieve items from it as a simple action. Work with your GM to determine your pocket plane’s flaw (it’s smaller than normal, some stored items get lost, you can only access it under certain conditions, etc).

Tool for the Job • Action

Describe how you produce a tool → Produce a handheld tool (nails, rope, crowbar, etc). Extend this to a slow action to produce larger items (wheelbarrow, boat, portcullis gate, etc). These items lose functionality after being out of your presence for about 1 day.

X-Ray Goggles • Passive

You can see through materials. Work with your GM to determine a type of material you can’t see through.

Interaction

Cold, Hard Facts • Passive

Increase all rolls you make to socialize when you present evidence supporting your case.

Communicators • Slow Action

Describe how you build a device → You create communicators, which allow communication with each other. You can have up to 6 at a time.

Crazy Enough to Work • Action

Describe a ridiculous, improbable plan → Your plan is now possible, even if it would otherwise be impossible. You or one of your allies increase a roll related to executing the plan.

Spark • Slow Action

Describe how you imbue an item with intelligence → The item becomes a living, thinking entity. Work with the GM to determine its attributes (if it can move, how it communicates, its stats, etc). Then, you and the GM each give the item 1 personality trait (cruel, skeptical, ambitious, etc).

The Ends Justify the Means • Passive

Once each session, describe how you escape social obligations → Completely avoid all negative social repercussions from one action you committed.