Artificer

By Y Mab Darogan, in Genesys

So hopefully my book is waiting for me at home but quick question to the lucky few that have theirs.

Based on the content of the core could you run/play a viable artificer style character?

I would say right out of the box, no. As there are no guide lines for making or crafting any Magical Items, Potions, or Gear. As well as no mention of scrolls or how they would function, cost, etc.

...but that's not to say you couldn't sit down with/as the GM and come up with something fairly simply.

Maybe it is even just something as simple as the GM setting a "success chart" up for the game. In which the number of uncancelled successes on an Alchemy/Mechanics/Arcana result in a reduced cost scale in which your Artificer is able to manufacture said items below market value.

Could I port rules from any of the Star Wars Rulebook?

im not thinking so much Eberron as magic is technology and some characters have a knack for it.

There is probably a lot of help to be had from pouring over the Special Modifications book for the SWRPG.

.... I could see a lot of their crafting rules porting right over to Genesys with a few tweaks and tucks here or there.

Thanks :)

30 minutes ago, HorusArisen said:

So hopefully my book is waiting for me at home but quick question to the lucky few that have theirs.

Based on the content of the core could you run/play a viable artificer style character?

Could you define, specifically, what you mean by "artificer"?

Temporary magic "items" can be done with the augment and/or conjure spells. Whereas more permanent items are more in the GMs hands at this time (no solid crafting rules yet).

I'm not crazy about the Star Wars crafting system. The items you can make don't match up very well with what you can buy, and can be insanely powerful and inexpensive. Maybe look more to the magic casting rules. Craft a basic gun, or whatever, but increase the difficulty of the crafting check by the qualities you are trying to add. A flamethrower is a gun with blast and burn, for example. Have the PC pay the cost of just the basic item?

The simplest method is to play a mage with a bandolier of generic potions and the Attack, Heal, Augment, and Create actions. For added effects, you just disallow Range or Additional Targets (Blast is fine, though) and swap Knowledge for Alchemy when determining magnitude. You can say that the strain cost comes from the stress of mixing different phials on the fly to create the proper effect. Of course, that's just the simplest implementation: A proper artifice system would likely involve preparing the "spells" beforehand and invoking some sort of alternate cost.

16 minutes ago, TheSapient said:

I'm not crazy about the Star Wars crafting system. The items you can make don't match up very well with what you can buy, and can be insanely powerful and inexpensive. Maybe look more to the magic casting rules. Craft a basic gun, or whatever, but increase the difficulty of the crafting check by the qualities you are trying to add. A flamethrower is a gun with blast and burn, for example. Have the PC pay the cost of just the basic item?

Nothing against the power and cheapness, but the crafting rules never quite set out for players to replicate established gear.

Comparing the GM gear designing rules with the crafting rules and adjusting up may be helpful in the long term.

2 minutes ago, Swordbreaker said:

Nothing against the power and cheapness, but the crafting rules never quite set out for players to replicate established gear.

Comparing the GM gear designing rules with the crafting rules and adjusting up may be helpful in the long term.

That's true, and in some ways it is right. No reason a mechanic in the rim should be making the same armor as some core world corporation.

I think it sounds like the rules used in Sw would work.

what books have crafting rules?

in the game settings I have in mind artificer is a arcanapunk/tech engineer. So as tech=magic=tech the above should work.

4 minutes ago, HorusArisen said:

I think it sounds like the rules used in Sw would work.

what books have crafting rules?

in the game settings I have in mind artificer is a arcanapunk/tech engineer. So as tech=magic=tech the above should work.

Special Modifications has the bulk of the crafting (weapons, gear, cybernetics). Keeping the Peace has armor crafting. Endless Vigil has lightsaber crafting. Fully Operational (as of yet unreleased) will have vehicle crafting.

Acquiring them may be a chore if they're sold out, or you live outside the States.

40 minutes ago, Swordbreaker said:

Special Modifications has the bulk of the crafting (weapons, gear, cybernetics). Keeping the Peace has armor crafting. Endless Vigil has lightsaber crafting. Fully Operational (as of yet unreleased) will have vehicle crafting.

Acquiring them may be a chore if they're sold out, or you live outside the States.

Thanks