The Craftsman

Son of the workshop. The school of things. You fight the fight before the fight.

You are a 2nd-year student at the Cyorian Royal Magical Academy.


1. Origins

Pick 1. Your origin grants a Connection — a person, organization, or access you can leverage during play.

OriginYou come from...Connection
Industrial Pioneer
Your family are engineers, factory managers, locomotive conductors — grease and soot.
Factory Foreman: once per quest, industrial-grade parts, specialized tools, black-powder explosives, or heavy machinery and workshop access outside the [[Cyorian Academy\
Alchemist's Apprentice
You apprenticed under an [[Alchemy\
alchemist]] — chemical burns, sulfur smells, healthy respect for volatile reactions.
Merchant Family
Your family runs a trading business: magical goods, alchemical supplies, mundane imports.
Trade Contacts: once per quest, source a specific item, ingredient, or piece of information through the family network; rare and restricted items require a +Social roll.

2. Attributes

Fixed array. Sum +4.

Mana: 4 + Highest of (Calculation, Finesse, Willpower) = [7] Boxes Ready Glyphs: 2 + Highest of (Calculation, Memory) = [5]


3. Starting Schools

Baseline casting starts with your school-native starter glyph. You may hold a number of Mastered Spells in active recall equal to your Memory attribute. Triggering a finished Artifice item is not live casting: no roll, and it costs 2 Mana ticks (1 if you took Combat Artifice).


4. Playbook Moves

Signature Move (auto-granted)

The Right Tool: Once per scene, when you need an item you didn't prepare, you can jury-rig one from parts at hand. Roll +Calculation.

  • 10+: It works perfectly for the scene.
  • 7-9: It works, but you choose the flaw — fragile, loud, or one-use.
  • 6-: It fails spectacularly, and the GM makes a hard move.

Choose 2 of 6


5. Starting Gear


6. Bonds

Format: "I have a bond of [Emotion/Concept] with [NPC Name] because [Reason]."

  • Someone here brings you broken things to fix because...
  • Someone here thinks your workshop is a fire hazard because...

7. Advancement

Fiction-first milestone hooks — the GM can use them when you spend SP/IP or when a chapter closes. Growth shows in the story, not on a table.

  • The workshop's child. What are you building that no one asked for — and who is it really for?
  • Tools vs. hands. When a spell would do the job faster than a crafted item, which do you choose?
  • Signature. What do you want your work to be remembered for? What would you refuse to build?