The Artificer: Name Look

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Name Look

Dwarf: Brellin, Dema, Doran, Gessat, Grant, Jax, Morand, Tessok, Urist, Verma Devious Eyes, Mad Eyes, or Curious Eyes
Gnome: Cosmo, Dremot, Jannist, Pytri, Seliin, Svell, Tenrissa, Tesla, Toryth, Vesimoth Spiky Hair, Greasy Hair, or Frizzy Hair
Human: Agatha, Carrie, Creet, Guyver, Hellsing, Janos, Malchior, Shaya, Watson Burnt Skin, Wrapped Skin, or Pallid Skin
Pudgy Body, Lanky Body, or Small Body
Assign these scores to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
Strength Dexterity Constitution Intelligence Wisdom Charisma

WEA K -1 SH A K Y -1 SI CK -1 STU N N ED -1 CO N FU SED - 1 SCA RRED -1

STR DEX CON INT WIS CHA

Damage d8 Armor HP Current


MAX
Your Max HP is
4+Constitution

Alignment Starting Moves


⃞ Lawful Gadget Belt
Prove the value of your inventions to others. You have a Gadget Belt containing 3 Arcane Gadgets. All Gadgets are 1 weight and have a
⃞ Good Range tag, if appropriate. For each Gadget you own, pick one from each list:
Help out a community using technology. • Electrical, Magnetic, Cryogenic, Ectoplasmic, Steam, Pyromatic, Clockwork, Alchemic
• Beam, Propulsion, Emitter, Field, Shielding, Defuser, Amplification, Explosion, Reversal
⃞ Neutral
• Glove, Torch, Device, Belt, Flasks, Goggles, Rod, Cannon, Boots, Golem, Trinkets, Suit
Salvage a lost or forgotten piece of technology.
• Piercing 2, Forceful, +2 Armor vs ___, Alternate movement (___), Elemental (___)
⃞ Chaotic Example Gadgets: Magnetic Field Boots (alternate movement (hover), 1 weight), Cryogenic Explosion Flasks
(near, elemental (ice), 1 weight), and Pyromatic Defuser Glove (hand, +2 armor vs. fire, 1 weight)
Use a Gadget in a new and surprising way that it wasn't meant for.
When you take a short break to recharge and fine-tune your Gadgets, set your Charge
Race to 3. This Charge is used to power your Gadgets.
When you use one of your Gadgets as a Weapon, you can spend 1-Charge to roll +INT
⃞ Dwarf instead of +STR or +DEX. When you use one of your Gadgets to Volley, if you would
Your first thought when you started making gadgets were to make mark ammo, spend 1-Charge instead.
weapons and armor. You ignore the clumsy tag on armor you wear.
When you have less than three gadgets or want to replace one of your existing gadgets
⃞ Gnome for any reason, you can make a replacement by spending a day or so in a workshop.
When you try to avoid an alchemical or mechanical effect, take
+1 to Defy Danger. Field Test (INT)
When you use one of your Gadgets to get out of a tight spot, describe what it does and
⃞ Human roll +INT. On a hit, it works as expected, but choose 1. On a 7-9, choose 2 instead:
You have one more gadget than whatever your moves tell you. • The Gadget's effects won't last long - you'll need to hurry to take advantage of it.
• The Gadget draws unwanted attention or puts someone in a spot.

Bonds • The Gadget is damaged. You can repair it, but it will take some time and concentration.
• The Gadget drains your reserves - spend 1 Charge.
Fill in the name of one of your companions in at least one:
Jury-Rig (INT)
I have shown _________________ the secrets of my inventions. When you quickly fix, repurpose, or fabricate a device on the spot, describe what you're
doing with it and roll +INT. On a 10+, it'll hold together just as long as you need it to.
_____________ helped me with one of my projects. I owe them.
On a 7-9, choose one:
_______________ called me mad. Mad! I'll show them! • It'll work, but not for long. You'll need to hurry to take advantage of it.
_______________ is my personal assistant. • It works, but there's a weird quirk or complication to it.
• It'll work, but it needs some juice. Spend 1 Charge.

Let Me See That


When you take a few moments to handle or examine something interesting, ask the
GM two of the following questions. The GM must answer truthfully.
• What does this do?
• Who made this?
• What’s wrong with this, and how might I fix it?
• What has been done most recently with this, or to this?

Charge:

The Artificer Lev el


XP
*When a player takes the Field Test move as a multiclass move, they also gain the Gadget Belt move, but only with 1 Gadget.
Gear
Your Load is 9 + STR. You start with Dungeon Rations (5 uses, 1 weight), Record your Gadgets here:
your Gadgets (1 weight each), a toolkit (1 weight), and 7 Coin.
Choose two:
⃞ Mechanical Suit (2 armor, clumsy, 3 weight)
⃞ Protective Clothing (1 armor, 1 weight)
⃞ Adventuring Gear (5 uses, 1 weight)
⃞ Bag of Books (5 uses, 2 weight)
⃞ Bandages (3 uses, 0 weight)

Advanced Moves
When you gain a level from 2–5, choose from these moves. When you gain a level from 6–10, choose from these moves or the level
2–5 moves.
⃞ Carrying Harness
You affix mechanical tools, plates, chains, and flippy gizmos to yourself. ⃞ A Little Trick I Picked Up
Everything you carry is attached to you, and you can never drop anything Gain one non-multiclass move from the Thief, Mage, or Wizard class list.
or be disarmed without your consent. You also gain +5 Load. ⃞ Forcefield Upgrade
Replaces: Etheric Field
⃞ Construct Companion You have +Armor equal to your held Charge.
You have crafted a mechanical companion. Choose a specialization:
• Assistant: Your construct will always give you whatever you need the
⃞ Highly Logical
Replaces: Logical
moment you need it, if it's somewhere he can get it for you. You never When you use strict deduction to analyze your surroundings, you can
need to reload or dig through your pouches in a tight spot. Discern Realities with +INT instead of +WIS. On a 12+, you get to ask the
• Guard: You take +1 ongoing when you Defend. GM any three questions, not limited by the list.
• Research: You take +1 ongoing to Spout Lore.
• Scout: When you Undertake a Perilous Journey, you can take 2 jobs for ⃞ I'll Make My Own Friends
the exploration. When you spend some downtime assembling a robotic hireling, roll +INT.
You only get the bonus provided by your Construct Companion while it On a 10+, it has +3 Loyalty and 5 points worth of skills, divided as you see fit.
is within arm's reach of you. When your Companion is destroyed, you On a 7-9, it has +2 Loyalty and 3 points worth of skills, divided as you see fit.
can rebuild it in a couple of days. On a miss, it has +1 Loyalty and 1 point in a skill of the GM's choosing. In any
case, your new hireling has "Cost: Regular repairs and fine-tuning."
⃞ Eureka! I've Got It!
⃞ Increased Voltage
When you roll a 12+ on Field Test, your Gadget defies expectations, its
You can draw out more juice in a pinch. When a move requires you to spend
effects going above and beyond what your theories predicted. Choose
1-Charge while you have none, you may damage any one of your Gadgets to
nothing from the list.
gain 2-Charge. You can repair it, but it will take some time and concentration.
⃞ Etheric Field ⃞ Maximum Overload
You have a portable, energized force field of your own design. When Requires: Overload
you hold at least 1-Charge, you have +1 Armor. When you use a Gadget as a weapon, you may spend 1-Charge to deal
+3d6 damage with it. If you do, the Gadget is damaged - you can repair it,
⃞ Gadgeteer but it will take some time and concentration.
Add 2 more Gadgets to your Gadget Belt. When you have less than five
gadgets or want to replace one of your existing gadgets for any reason, ⃞ Old Construct, New Tricks
you can make a replacement by spending an hour or so in a workshop. Requires: Construct Companion
You have improved your old Construct. Your Companion can now have two
⃞ It's Too Dangerous To Go Alone specializations at a time. When your Companion is destroyed or you want to
When you Aid an ally, you can spend 1-Charge and give them one of your remodel it, you can rebuild it in a couple of days, with new specializations.
Gadgets to automatically succeed on the Aid roll. Explain how your Gadget
⃞ Otherworldly
helps them out. Requires: Worldly
⃞ Logical Gain one move from a playbook no one else is currently using.
When you use strict deduction to analyze your surroundings, you can ⃞ Put To Better Use
Discern Realities with +INT instead of +WIS. When you are finished using a device made using Jury-Rig, you can
dismantle it to choose one:
⃞ Overload
When you use a Gadget as a weapon, you may choose to deal +1d6 damage • Gain 1-Charge
with it. If you do, either spend 1 Charge or the Gadget is damaged - you can • Give +2 armor forward to yourself or an ally within arm's reach
repair it, but it will take some time and concentration. • Immediately repair a damaged Gadget or other piece of equipment
⃞ Quickly, I Must Make Preparations
⃞ Rocket Man
When you work hard on modifying yourself and your gear for an hour or
When you need to be somewhere really quickly, roll +DEX. On a hit, you
two, set your prep to 1. When you prepare for a day or longer, set your prep
are there the moment before you need to be. On a 7-9, also choose one:
to 3. When your preparation pays off, spend 1 prep to give +1 to any roll,
• You needed a burst of speed to get there in time - spend 1 Charge.
even if it isn't your roll. You can only spend one prep per roll.
• Your reckless charge puts you in a tight spot.
This replaces the Bolster special move for you.
⃞ Worldly
Gain one move from a playbook no one else is currently using. Prep:
The Artificer's Gadgets
A Look at Tags and What They Mean
The Artifier's Gadget Belt move grants them a host of cool gadgets, made by slamming three words together and then adding a tag. Some of the tags listed are
ordinary - Piercing 2 and Forceful are covered by the Dungeon World core rules. The others... less so. +2 Armor vs. ____ isn't too hard, but what's appropriate
to put in the blank? What does Elemental really mean? What kinds of Alternate Movements are okay? This page has been added to answer those questions.

Forceful and Piercing 2


For completion's sake, these tags will be included on this page. Both Forceful and Piercing Gadgets must both be weapons - they have a Range tag, they can
be used to Hack & Slash or Volley, and they deal your class damage.
A Forceful Gadget is one that sends its targets flying on impact. Forceful Gadgets either hit hard, explode, or use a strong force to push people around.
Possible Gadgets: Clockwork Explosion Trinkets, Magnetic Emitter Wand, Alchemic Amplification Glove, Steam Emitter Torch, Alchemic Beam Golem.
A Piercing 2 Gadget is one that ignores 2 points of Armor from those it deals damage to. Piercing Gadgets usually use weird or bizarre properties to get
around or through normal defenses. Possible Gadgets: Ectoplasmic Beam Device, Electrical Field Glove, Magnetic Propulsion Wand, Steam Emitter Torch.

+2 Armor Vs ___
The +2 Armor Vs ___ Gadget requires you to specific what it protects against - they don't provide universal armor. As defensive gadgets, +2 Armor Vs ___
Gadgets are rarely weapons, although they can be. If it is, it will rarely have a range farther than Hand. You do not have to pick a protection from the list below.
These are provided as a guideline.
A +2 Armor Vs. Fire Gadget is obvious - it protects you from fire damage. Magic fire, being set on fire, walking through a really hot room; damage from
those is reduced by 2. Other elements you could pick: Cold, Electric, Chemicals, Ghosts. Possible Gadgets: Pyromatic Defuser Glove, Alchemic Reversal Suit.
A +2 Armor Vs. Ammo Gadget protects you from most ranged attacks - arrows, Thrown weapons, and anything else that would use Ammo. It will protect
you from small arms fire, but not giant boulders or collapsing ceilings. Possible Gadgets: Electrical Shielding Golem, Magnetic Field Belt
A +2 Armor Vs. Environment Gadget won't protect you from an ax or other weapon, but it will protect you from a variety of dangers. This gadget will
cushion falls, soften falling rubble, and help you cross burning acid. Possible Gadgets: Ectoplasmic Amplification Suit, Clockwork Defuser Golem.

Elemental (___)
The Elemental (___) Gadget is a weapon, first and foremost. If you're putting this tag on a Gadget, you intend to hurt people with it. The Elemental keyword
is what gives your Gadget elemental properties - without this, your Pyromatic Beam Cannon doesn't set things on fire. These are the same Elemental tags that
The Mage has access to. You do not have to take one of the elements listed here, but if you use a different element, be sure to go over what that element fully
entails with your GM.
An Elemental (Fire) Gadget burns things. Enemies hit by it catch fire, you can use it to destroy paper and wood, start a campfire, or destroy a building, given
enough time. Possible Gadgets: Pyromatic Beam Cannon, Pyromatic Explosion Glove.
An Elemental (Ice) Gadget freezes things. Enemies hit by it are immobilized, you can use it to freeze water, put out fires, or create slippery floors. Possible
Gadgets: Cryogenic Explosion Flasks, Cryogenic Emitter Wand.
An Elemental (Electric) Gadget shocks things. Enemies hit by it are stunned, you can use it to blast things away, create light, and power ancient technology.
Possible Gadgets: Electrical Amplification Glove, Electrical Projector Device.

Alternate Movement (___)


The Alternate Movementl (___) Gadget is almost never a weapon. Alternate Movement Gadgets get you from place to place with style, and you don't need
to use Field Test to use one of these Gadgets for its listed movement method. The only real restriction on this tag is that direct flight is not allowed - if you want
to fly, take the Hover or Jumping movement and use a Field Test roll when you need to actually fly with it. You can select a movement method not listed here,
but be sure to go over it with your GM before going ahead with it.
An Alternate Movement (Hover) Gadget keeps your feet clean. This Gadget will lift you lightly off the ground, allowing you to walk over any solid surface
safely, even if the floor is electrified or there is an acid spill. This Gadget can also slow your descent if you fall in a controlled manner - it will do nothing to
protect you from an involuntary fall. Possible Gadgets: Pyromatic Emitter Suit, Magnetic Reversal Boots.
An Alternate Movement (Jumping) Gadget lets you leap. This Gadget will propel you from the ground at high velocity, allowing you to travel large
distances and over gaps at unreasonable speeds. Possible Gadgets: Clockwork Propulsion Golem, Alchemic Amplification Suit.
An Alternate Movement (Climbing) Gadget lets you cling to walls, hands free. This Gadget will hold to the wall for you, keeping your hands free to do
other important things, like aiming or climbing higher. Just be wary of anything damaging your gadget while you're up there. Possible Gadgets: Clockwork
Field Belt, Magnetic Emitter Golem.
An Alternate Movement (Swimming) Gadget lets you go under water. This Gadget allows you to breathe and move underwater at a good clip. Possible
Gadgets: Ectoplasmic Field Goggles, Steam Reversal Trinkets.
An Alternate Movement (Ethereal) Gadget lets you go ghost. This Gadget lets you walk through thin walls or doors, but you can't bring anyone else with
you. Using this gadget may draw the attention of ghosts, however. Possible Gadgets: Ectoplasmic Amplification Belt, Ectoplasmic Beam Suit.

Old Equipment Conversion


Previous versions of the Artificer included weaponry options for them to pick from. With this most recent revision, however, your Gadgets make up you
weaponry, so these equipment options were removed. If you particularly liked that equipment for your Artificer, you can recreate them like so:
• Caustic Chemicals: Alchemic Propulsion Flasks (reach, piercing 2, weight 1)
• Bag of Explosives: Alchemic Explosion Trinkets (near, forceful, weight 1)
• Clockwork Crossbow: Clockwork Propulsion Rod (near, piercing 2, weight 1)

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