The guy who makes the cool stuff
Description:
Many stories have some master craftsman or artisan who is able to make unnaturally well crafted items of that type. Frequently this is a weapon or armor in historical settings. In modern settings the craftsman would likely be a mechanic, engineer, or architect.
Symbols:
Typical symbols of the craftsman are the hammer and chisel. These have slowly evolved in recent times to include pencils and even surveying equipment.
Taboo:
The craftsman may never make standard or low quality items even for money. All of his items are of high quality or better. If he produces an inferior or defective item he must destroy it and act as if it were never made. Selling out reduces his connection with the godhead.
Craftsman specialize in a single specific type of item he loves to create (such as swords, armor, paintings, buildings, furniture, cars, clothing etc). His skills are such that the universe itself must grant him due credit. Except for his second channel, his powers apply only when constructing a new item of his specialty.
1-50% Upon an avatar check the craftsman may flip flop any skill involved in gathering materials, designing, or making an item.
51-70% With a careful inspection and an avatar check the craftsman is able to identify any item regardless of condition. He is able to tell who made it (if it was mass produced he just knows the country of origin), what it does (or did if broken or no longer used). If the item is magical he is able to identify the nature of the magic and get a vague idea of risks associated with keeping and using it.
71-90% If the craftsman spends at least 1 month working on a single unique “masterwork” item it is considered “magical” or “blessed” or at least “fucking awesome”. Anyone who sees it will immediately be aware the item is superior than any item of this type should be able to be. Items created this way are exceptionally good at what they do. As such the craftsman may choose a single skill associated with the item (digging for a shovel, driving for a car, or shooting with a gun). The item will grant a bonus to that skill equal to the sum of the avatar check when the item is made For example: if the craftsman made a pot this way he could choose that the pot would grant bonuses to cooking skills. While making the item he rolls his avatar skill and gets a 45. Anyone who uses this pot to cook with would receive a 9 (4+5=9) bonus to cooking skills. If the item is not associated with any skills (such as a painting or a mirror) it is just considered obviously superior at whatever it does.
91-99% If the craftsman is willing to spend at least 6 months (minor) or 1-2 years (significant) working on an item he may create magical items with powers on par with minor or significant spells/rituals/random effects. The craftsman must be able to generate similar effects or know someone who is in order to supply some elements of the magic. This usually means he spends months hunting down other minor magical items, rituals and befriending adepts prior to beginning the production. In general this requires large amounts of arcane materials such as gold, gems, and animal/human body parts.
The craftsman is not designed as much of a pc character though it could be done without problem. Craftsmen tend to be solitary and eccentric (much like mechanomancers), with little motivation to do much other than practice their art. I see the craftsman as being more of a plot hook used to explain where an unusual item came from or to help them identify what it is once they have it.
That is really pretty cool! The part of me that worries about balance thinks you should make it harder for Mechanomancers to take it, but you should probably ignore him, as he hasn’t really gotten over D&D yet. 😉
If I were to offer a change, I would say that the first channel shouldn’t need an avatar check. That is just adding an extra roll.
I would use the reliable old “flip-flop as long as the result is under the avatar skill.”
I like the addition of the craftsman as an archetype.
If it turns out to be unbalanced in practice, you might want to change the taboo from “high quality” to “unique”. This would, I think, encourage the idea of the craftsman as someone who is always working on his next masterpiece.
Looks pretty good to me, too — you’re right that it’s not a very good PC archetype, but for NPCs it’s fairly solid.
My main concern is that the Craftsman only gets benefits from being a master craftsman when he reaches that 71% mark. Identifying items is useful to PCs, but should there be something more in line with the Avatar’s primary focus at a lower level?