Occupational Template: Artificer
The templates below also use a new skill that I have introduced in my games.
Use Enchanted Item (IQ/Average)†
Defaults: None.
This skill lets you use enchanted items. Some items might require a successful roll of this skill to be used, but most do not. Use Enchanted Item may be substituted for most of the required rolls for enchanted items – IQ rolls to “cast”, Innate Attack rolls to aim (use a DX-based roll for that), etc. However, Use Enchanted Item cannot be used in place of a weapon skill – you still have to roll against Broadsword to hit with a magical sword. In addition, if an item has special requirements, such as possessing the Sorcerous Empowerment advantage, this requirement can be circumvented with a Use Enchanted Item skill roll at a -2 penalty per restriction.
You must specialize by power source – magic, divine, psi, etc.
ARTIFICER
150 points
Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10
[0]; Will 13 [0]; Per 12 [-5]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5
[0].
Advantages: Artificer 1 [10]; Equipment Bond (Any one
starting tool or kit) [1]. • Up to 30 points in Sorcerous Empowerment (Artificer) [12 for level 1 + 6/level]; put leftovers
into known spells. • 40 points chosen from among DX +1 or +2 [20 or 40], IQ +1
or +2 [20 or 40], HT +1 or +2 [10 or 20], Artificer 2-3 [10/level], Artificer
Talent 1-3 [5/level], Driver’s Reflexes 1-3 [5/level], Enchantment Recipe
[1/recipe], Equipment Bond (other) [1/item], Gadgeteer [25], High Manual
Dexterity 1-3 [5/level], Lifting ST 1-3 [3/level], Luck [15] or Extraordinary Luck
[30], Master Builder 1-3 [5/level], Reputation [Varies], Versatile [5], Wealth
(Comfortable, Wealthy, or Very Wealthy) [10, 20, or 30], Weapon Bond [1], or
Widget-Worker 1-5 [5/level]. Any leftover points can be spent on known spells.
Disadvantages: -20 points chosen from among Absent-Mindedness
[-15], Bad Sight (Mitigator, Corrective Spectacles, -60%) [-10], Code of Honor
(Professional) [-5], Curious [-5*], Hard of Hearing [-10], Insomniac [-10 or
-15], Missing Finger [-2], Missing Thumb [-5], Overconfidence [-5*], Pyromania [-5*],
or Trickster [-15*]. • A further -25 points chosen from among the previous
traits or Bad Temper [-10*], Clueless [-10], Easy to Read [-10], Greed [-15*],
Impulsiveness [-10*], Jealousy [-10], Kleptomania [-15*], Loner [-5*], Miserliness
[-10*], Oblivious [-5], Odious Personal Habits [-5 to -15], Post-Combat Shakes
[-5*], Reputation [Varies], Sense of Duty (Adventuring companions) [-5], or
Stubbornness [-5].
Primary Skills: Alchemy (any) (VH) IQ-2 [2]-11; Engineer (Artillery,
Civil, Clockwork, Combat, Materials, Mining, Small Arms, or one Vehicle Type)
(H) IQ+1 [4]-14†; Expert Skill (Artifice) (H) IQ [4]-13; Machinist (A) IQ+2† [4];
Scrounging (E) Per [1]-12; and Use Enchanted Item (Magic) (A) IQ+1 [4]-14.
Secondary Skills: Forced Entry (E) DX [1]-10; Lockpicking
and Traps, both (A) IQ [2]-13. • One of Crossbow (E) DX+2 [4]-12, Guns (Gonne,
Gyroc, Musket, Pistol, Shotgun, Rifle, or Wrist Gun) (E) DX+2 [4]-12, Liquid
Projector (Flamethrower) (E) DX+2 [4]-12, or Throwing (A) DX+1 [4]-11. • Three
of Armoury (Battlesuits), Armoury (Body Armor), Armoury (Esoteric), Armoury
(Heavy Weapons), Armoury (Melee Weapons), Armoury (Missile Weapons), Armoury
(Reflectors), Armoury (Small Arms), Armoury (Vehicular Hulls), and Armoury
(Vimana Weapons), all (A) IQ [1]-13†. • One of Axe/Mace, Broadsword, Rapier,
Saber, Shortsword, or Smallsword, all (A) DX+1 [4]-11. • One of Shield or
Shield (Buckler), both (E) DX+2 [4]-12; Cloak or Main-Gauche, both (A) DX+1 [4]-11;
or raise main Melee Weapon skill to DX+2 [8]-12.
Background Skills: Five of Fast-Draw (Potion or
Wand), Gunner (Cannon, Catapult, Mirror, or Rockets), Knot-Tying, Leatherworking,
Parachuting, or Sewing, all (E) DX [1]-10; Battlesuit, Climbing, Driving (any),
or Stealth, all (A) DX-1 [1]-9; Area Knowledge (any), Current Affairs (Science
and Technology), or First Aid, all (E) IQ [1]-13; Carpentry or Masonry, both
(E) IQ+1 [1]-14†; Architecture, Cartography, Explosives (Demolition or
Fireworks), Freight Handling, Hazardous Materials (Magical), Holdout, Merchant,
Occultism, Packing, Piloting (Broom, Carpet, Glider, Ornithopter, Spelljammer,
or Vimana), or Research, all (A) IQ-1 [1]-12; Mechanic (any) or Smith (any),
both (A) IQ [1]-13†; Chemistry, Counterfeiting, Expert Skill (Ultra-Tech), Jeweler,
Mathematics (Applied), or Metallurgy, all (H) IQ-2 [1]-11; Engineer (any other
specialty) (H) IQ-1 [1]-12†; Physics, Thaumatology, or Surgery (Golemics), all (VH)
IQ-3 [1]-10; or Search (A) Per-1 [1]-11.
Spells: 15 points in known spells.
* Multiplied for self-control number; see p.
B120.
† Includes +1 for Artificer.
PSIONIC ARTIFICER
150 points
Attributes: ST 10 [0]; DX 10 [0]; IQ 13 [60]; HT 10 [0].
Secondary Characteristics: Damage 1d-2/1d; BL 20 lbs.; HP 10
[0]; Will 13 [0]; Per 12 [-5]; FP 10 [0]; Basic Speed 5.00 [0]; Basic Move 5
[0].
Advantages: Artificer 1 [10]; Equipment Bond (Any one
starting tool or kit) [1]. • Psionic
Enchantment [37]. • 48 points chosen from among DX +1 or +2 [20 or 40], IQ +1
or +2 [20 or 40], HT +1 or +2 [10 or 20], Artificer 2-3 [10/level], Artificer
Talent 1-3 [5/level], Driver’s Reflexes 1-3 [5/level], Equipment Bond (other) [1/item],
Gadgeteer [25], High Manual Dexterity 1-3 [5/level], Lifting ST 1-3 [3/level],
Luck [15] or Extraordinary Luck [30], Master Builder 1-3 [5/level], Psionic
Enchantment Recipe [1/recipe], Reputation [Varies], Versatile [5], Wealth
(Comfortable, Wealthy, or Very Wealthy) [10, 20, or 30], Weapon Bond [1], Widget-Worker
1-5 [5/level], or any psionic abilities and their associated skills and
techniques.
Disadvantages: -20 points chosen from among Absent-Mindedness
[-15], Bad Sight (Mitigator, Corrective Spectacles, -60%) [-10], Code of Honor
(Professional) [-5], Curious [-5*], Hard of Hearing [-10], Insomniac [-10 or
-15], Missing Finger [-2], Missing Thumb [-5], Overconfidence [-5*], Pyromania [-5*],
or Trickster [-15*]. • A further -25 points chosen from among the previous
traits or Bad Temper [-10*], Clueless [-10], Easy to Read [-10], Greed [-15*],
Impulsiveness [-10*], Jealousy [-10], Kleptomania [-15*], Loner [-5*], Miserliness
[-10*], Oblivious [-5], Odious Personal Habits [-5 to -15], Post-Combat Shakes
[-5*], Reputation [Varies], Sense of Duty (Adventuring companions) [-5], or
Stubbornness [-5].
Primary Skills: Alchemy (Psionic) (VH) IQ-2 [2]-11; Engineer (Artillery,
Civil, Clockwork, Combat, Materials, Mining, Psychotronics, Small Arms, or one
Vehicle Type) (H) IQ+1 [4]-14†; Expert Skill (Artifice) (H) IQ-1 [2]-12; Expert
Skill (Psionics) (H) IQ-1 [2]-12; Machinist (A) IQ+2† [4]; Scrounging (E) Per
[1]-12; and Use Enchanted Item (Psi) (A) IQ+1 [4]-14.
Secondary Skills: Forced Entry (E) DX [1]-10; Lockpicking
and Traps, both (A) IQ [2]-13. • One of Crossbow (E) DX+2 [4]-12, Guns (Gonne,
Gyroc, Musket, Pistol, Shotgun, Rifle, or Wrist Gun) (E) DX+2 [4]-12, Liquid
Projector (Flamethrower) (E) DX+2 [4]-12, or Throwing (A) DX+1 [4]-11. • Three
of Armoury (Battlesuits), Armoury (Body Armor), Armoury (Esoteric), Armoury
(Heavy Weapons), Armoury (Melee Weapons), Armoury (Missile Weapons), Armoury
(Reflectors), Armoury (Small Arms), Armoury (Vehicular Hulls), and Armoury
(Vimana Weapons), all (A) IQ [1]-13†. • One of Axe/Mace, Broadsword, Rapier,
Saber, Shortsword, or Smallsword, all (A) DX+1 [4]-11. • One of Shield or
Shield (Buckler), both (E) DX+2 [4]-12; Cloak or Main-Gauche, both (A) DX+1 [4]-11;
or raise main Melee Weapon skill to DX+2 [8]-12.
Background Skills: Five of Fast-Draw (Potion or
Wand), Gunner (Cannon, Catapult, Mirror, or Rockets), Knot-Tying, Leatherworking,
Parachuting, or Sewing, all (E) DX [1]-10; Battlesuit, Climbing, Driving (any),
or Stealth, all (A) DX-1 [1]-9; Area Knowledge (any), Current Affairs (Science
and Technology), or First Aid, all (E) IQ [1]-13; Carpentry or Masonry, both
(E) IQ+1 [1]-14†; Architecture, Cartography, Explosives (Demolition or
Fireworks), Freight Handling, Hazardous Materials (Magical), Holdout, Merchant,
Occultism, Packing, Piloting (Broom, Carpet, Glider, Ornithopter, Spelljammer,
or Vimana), or Research, all (A) IQ-1 [1]-12; Mechanic (any) or Smith (any),
both (A) IQ [1]-13†; Chemistry, Counterfeiting, Expert Skill (Ultra-Tech), Jeweler,
Mathematics (Applied), or Metallurgy (Crystal), all (H) IQ-2 [1]-11; Engineer
(any other specialty) (H) IQ-1 [1]-12†; Physics, Thaumatology, or Surgery
(Golemics), all (VH) IQ-3 [1]-10; or Search (A) Per-1 [1]-11.
Psionic Skills: Psionic
Enchantment (H) IQ [4].
* Multiplied for self-control number; see p.
B120.
† Includes +1 for Artificer.
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