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.
| Origin | You 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?