Originally published at: NNRPG: Flinterforge Reveal - Ackerly Green
If you haven’t, check out the Weatherwatch and Gossmere reveals to share your thoughts and read about how and why we structured guild skills and archetypes the way we have.
Next up, Flinterforge!
Flinterforge was another fun challenge and the reason why we’re working on the idea of a Guild-specific skill. The Craft skill would obviously be one of Flinterforge’s top skills, but I didn’t want to have to choose which of the bearings was the most in tune with the act of creation, it just didn’t make sense.Hence: guild
So the goal for Flinterforge was to come up with different forms of creativity, creation, and crafting. It helped to break them down into 3 groups, one, a more learned and academic approach to creation, two a more improvisational and imaginative approach, and third, well, the idea of being the creation was really fascinating to me. Self-improvement, body modification, physical exertion and development, are also forms of creation … by making an improved you.
On Artificers:
Also, I’m not super happy about the way some other unnamed roleplaying games do the “Artificer” class, namely just leaving it to the player to map an Artificer concept over basic magic-user mechanics and spells, and I wanted to take a stab at improving that.
Again, let me know what you think!
Flinterforge: The Creators
Craft, Academics, Fight, Investigate, Physique, Wit
Guild Skill: Craft
Arcessor – The Techwise Artificer:
Bearing Skills: Investigate/Academics
The Arcessor is Flinterfoge’s sun-bearing Magic class. A natural-born thinker and tinker, Arcessors know, through instinct, keen investigation, and thorough research, how things work, how they can be most efficiently broken, and how to put them back together again, better than before, or transformed into something new. Using the augmented skills Investigate and Academics, Arcessors are not only able to build impossibly useful objects with components they’ve squirreled away and whatever else they find around them, both mundane and magimystically-fueled, but they are also experts at hacking, repairing, breaking down, connecting, and combining almost anything mechanism, technology, or construct they come across. For an Arcessor, no device is ever perfect, no design is ever done, because it’s the act of creation (and recreation) that holds the real magic.
Phantorist – The Concept Conjurer:
Bearing Skills: Wit/Craft
The moon-bearing Phantorist is Flinterforge’s Mystic class. What a Phantorist might lack in mechanical ingenuity and physical craftsmanship, they more than make up for it with the blinding power of their imagination. Why create with their hands, when they can create realities with their mind? Using the augmented skills Wit and Craft, Phantorists are uniquely able to imagine constructed existences where the right object for any given situation exists, whether it be a useful tool, a unique weapon, a means of escape, or even shelter. In the flash of fire between the birth of that reality and its blink back to elemental atoms, the Phantorist is able to snatch temporary phantasmic versions of what they need most from the plane of their own fertile mindscape.
Corrilave – The Living Augment:
Bearing Skills: Fight/Physique
The eclipse-bearing Corrilave is Flinterforge’s Melee class. A living multitool, Corrilaves don’t just conjure creations; they are the creation. Their bodies are uniquely receptive to intense magimechanical augmentation. They can craft implants that grant them new skills, amplified powers, and serious upgrades to their own mortal abilities, all powered by the magimystic. They can opt to be stronger, see farther, jump higher, run faster, fight longer, defy the effects of mortal wounds, and even equip their own bodies with weapons and tools. Using augmented skills Fight and Physique, a Corrilave’s potential is limited only by their one-of-a-kind ability to deny what is considered physically impossible.
Thoughts? Questions? Ideas? Reply below!
Tomorrow, the Champions of Ebenguard!