Here is an almost finished Artificer class that I’ve been working on for a few weeks and many hours now (with plenty…

Here is an almost finished Artificer class that I’ve been working on for a few weeks and many hours now (with plenty…

Here is an almost finished Artificer class that I’ve been working on for a few weeks and many hours now (with plenty of help from Yochai Gal, Muggins AU, and many others) . Originally made for Worlds of Adventure hack.

I wanted to make an Artificer class that wasn’t designed to drive the player to steampunk superhero, mad bomber gnome, etc., but instead allowed the player to be as inventive and creative as a magical inventor should be! While players can choose the specialties of Machinist, Alchemist, and Enchanter, they are free to make any kind of creation they want. (with GM fiat to require additional pre-requisites for the super-powerful creations).

I wanted the creation and usage of their gadgets to be core of the class, but I also wanted to help the player envision what a genius inventor in a fantasy world could be capable of, hence the “Child of the Renaissance” move. Please let me know what you think!

8 thoughts on “Here is an almost finished Artificer class that I’ve been working on for a few weeks and many hours now (with plenty…”

  1. Many moves are tagged with (WIP). These are very much in need of feedback. Feel free to provide feedback on any aspect you care to comment on! I would also love to see if there are themes and scenarios pertaining to this class that I haven’t thought of yet! Let me know if you have any.

  2. I love this playbook, been a big fan of artificer classes for a while, nice to see a good DW version

    My one critique is that Alchemist seems a little weaker than the other choices. The ability to identify all substances is quite good, but the other specialties both have more mechanical benefit. Perhaps you could give any +1 charge to any gadgets that are either imbibed or applied (potions or salves)? That would make the alchemist seem more alchemical, in my opinion.

  3. Camilo Suñer A player creating supremely powerful items is certainly part of the risk, yes. I don’t have much of the text included right now, but I plan to have much about detailing how the GM and the player must decide on what they can and can’t do. “The conversation”. It’s not a perfect solution, and it’s the consequence of having an open ended playbook. There are other methods I’m exploring as well.

  4. I do not think there is any thrill that can go through the human heart like that felt by the inventor as he sees some creation of the brain unfolding to success… such emotions make a man forget food, sleep, friends, love, everything.

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